Animations are stiff without anything overlapping them?

My fire animation keeps being stiff without any other animations bothering it,

I also have an idle animation that loops and is on Idle Priority and the fire animation presented in the videos are Action Priority, i tried them out by temporarily removing the idle animation but to no avail

Input:

Output:

This is the script i use to load all the animations, it is under starterplayerscripts as a localscript

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local events = ReplicatedStorage:WaitForChild("Events")

local animateTowerEvent = events:WaitForChild("AnimateTower")

local function setAnimation(object, animName)
	local humanoid = object:WaitForChild("Humanoid")
	local animfolder = object:WaitForChild("Animations")
	
	if humanoid and animfolder then
		local animObject = animfolder:WaitForChild(animName)
		
		if animObject then
			local animator = humanoid:FindFirstChild("Animator")
			
			local playingTracks = animator:GetPlayingAnimationTracks()
			for i, track in pairs(playingTracks) do
				if track.Name == animName then
					 return track
				end
			end
			
			local animationTrack = animator:LoadAnimation(animObject)
			return animationTrack
		end
	end
end

local function playAnimation(object, animName)
	local animationTrack = setAnimation(object, animName)
	
	if animationTrack then
		animationTrack:Play()
		
		if object.Parent.Name == "Enemies" then
		
		animationTrack:AdjustSpeed(object.Animations[animName]:WaitForChild("Speed").Value)
		end
	else
		warn("Animation track doesn't exist")
		return
	end
end

workspace.Enemies.ChildAdded:Connect(function(object)
	playAnimation(object, "Walk")
end)

workspace.Towers.ChildAdded:Connect(function(object)
	playAnimation(object, "Idle")
end)

animateTowerEvent.OnClientEvent:Connect(function(tower, animName)
	playAnimation(tower, animName)
end)

if you need any more information you can reply, thank you

1 Like

I tend to set them to Action priority 4 which seems to fix the issue for me.

Hi, I found out a little later that the problem had nothing to do with the animation but the incorrect weldings inside the character, sorry for the waste of time !!