When playing animation according to the new formula (AnimationWeightedBlendFix = Enabled) of the animation engine, the behavior of this animation is very bad. My animations involve camera animations and fairly detailed hand animations. I have set all the priorities for animation in the script, and even tried to disable Idle animations so that the new formula does not mix animations. As a result, the animations look jerky, which breaks the atmosphere.
For the animation I used Moon Animator plugin.
Animations with disabled AnimationWeightedBlendFix:
Animations with enabled AnimationWeightedBlendFix:
As I understand it, you can adjust the weight of the animation, but can it be done at zero and what exactly is responsible for the weight of the animation? Which parameter exactly? This is not explained very well, only code examples are shown, which does not help much in solving my problem.
Here is the part of the code where I set the priority for animation:
script.Parent:WaitForChild("P90")
script.Parent:WaitForChild("M4A1")
script.Parent:WaitForChild("M1911")
script.Parent:WaitForChild("Aiming")
script.Parent:WaitForChild("Reloading")
game.Workspace.CurrentCamera:WaitForChild("CAM")
game.Players.LocalPlayer.Character:WaitForChild("Animate")
game.Players.LocalPlayer.Character:WaitForChild("Health")
local M4A1FIRE = game.Workspace.CurrentCamera.CAM.M4A1_CAM.Humanoid:LoadAnimation(script.M4A1_Fire)
local M4A1EQUIP = game.Workspace.CurrentCamera.CAM.M4A1_CAM.Humanoid:LoadAnimation(script.M4A1_Equip)
local M4A1RELOAD = game.Workspace.CurrentCamera.CAM.M4A1_CAM.Humanoid:LoadAnimation(script.M4A1_Reload)
local M4A1TRELOAD = game.Workspace.CurrentCamera.CAM.M4A1_CAM.Humanoid:LoadAnimation(script.M4A1_TReload)
M4A1FIRE.Priority = Enum.AnimationPriority.Action
M4A1EQUIP.Priority = Enum.AnimationPriority.Idle
M4A1RELOAD.Priority = Enum.AnimationPriority.Action2
M4A1TRELOAD.Priority = Enum.AnimationPriority.Action2
Is there a way to fix the micro-twitching animations?
