Recently, I’ve noticed that the animations in my game have not been behaving properly. After testing the weapons out they don’t play their animation right. For example:
https://gyazo.com/1a63937737b1026c0e5a0c490f26d288
the fork is suppose to reach out like a pitchfork rather than a swing like motion. Even after going into older versions of the game this same issue still persists. Could this be related with a Roblox update?
to fix it, go to workspace and disable the AnimationWeightedBlendFix property
oh that fixed the issue, thanks!
IMPORTANT EDIT AT BOTTOM OF REPLY!
Something you should note is that this is temporary, more than a year ago Roblox announced changes to the animation engine which included fixing a bug, but it lead to a lot of confusion because of common use of that bug. Basically,
-Animation1 starts playing. It has a weight of 1
-Animation2 starts playing, it also has a weight of 1
What the old system used to do was make Animation1 stop so that Animation2 played directly over it, until Animation2 ended. This was a bug, undocumented and unintentional behaviour. What NOW happens is that Animation1 and Animation2 are blended, so Animation1 contributes 50% and Animation2 contributes 50%.
You can prevent this from happening by changing the weight of the animation or changing the priority.
Option 1:
Use AdjustWeight so that Animation1 doesn’t do anything until Animation2 finishes
Animation1:Play()
Animation1:AdjustWeight(0)
Animation2:AdjustWeight(1)
Animation2:Play()
Animation2.Stopped:Wait()
Animation2:AdjustWeight(0)
Animation1:AdjustWeight(1)
Option 2:
Set the priority of Animation2 to be higher than the priority of Animation1 in the Animation Editor.
For example, if you set Animation1s priority to “Idle”, then you can set Animation2s priority to “Action” for Animation2 to override Animation1.
(Note: I’m referring to Animation1
as the “default”, “idle” or “weapon holding” animation for your game, and Animation2
as the “attack”, “main” or “mouse click” animation for your game, the one where the pitchfork is reaching out in your case)
Edit:
VERY IMPORTANT: The AnimationWeightedBlendFix WILL be removed at some point in the near future! DO NOT rely on it! You WILL have to choose an option, else your games animations will be broken when Phase 3 rolls out!
is :AdjustWeight(0) now the :stop() method? would the :stop() work anymore?
:Stop() completely stops the animation, but :AdjustWeight(0) still has Roblox processing the animation every frame. It’s not visible, but it’s still playing in the background.
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