Animations are Toned down in my game

Hey! So i made some custom sword animations for my game. They look completely fine in Moon Animator, but when im playing them inside of the game, they are… Toned down if thats the right word. I tried disabling the script for idle and walking animations but didnt help.
Video below:
Problem Video

I have a few codes regarding the animations. One is for usage, so attack animations, second one is for playing idle animations and third one is for changing the generalk walk animation, idk if that can be connected. here are the scripts:

Idle Animation Script: Local

local humanoid = nil
local char = nil
local player = nil
local rootPart = nil
local mouse = nil
local cam = workspace.CurrentCamera
local uis = game:GetService("UserInputService")
local idleAnim = nil


local flying = false
script.Parent.Equipped:Connect(function()
	humanoid = script.Parent.Parent.Humanoid
	player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
	char = script.Parent.Parent
	idleAnim = char:WaitForChild("Humanoid"):LoadAnimation(script:WaitForChild("IdleAnim"))
	rootPart = script.Parent.Parent.HumanoidRootPart
	mouse = player:GetMouse()
	equipped = true
	idleAnim:Play()
end)

script.Parent.Unequipped:Connect(function()
	equipped = false
	idleAnim:Stop()
end)


Sword Script: Server

--By The_Saver31 --Credits to him

--CONFIGURATION
local Turn = 1
local Damage = script.Parent.Config.Damage.Value
local HeavyDamage =  script.Parent.Config.HeavyDamage.Value
local Cooldown =  script.Parent.Config.Cooldown.Value
local stamCost =  script.Parent.Config.StamCost.Value
local HeavyStamCost =  script.Parent.Config.HeavyStamCost.Value
local stamDamage =  script.Parent.Config.StamDamage.Value
local HeavyStamDamage =  script.Parent.Config.HeavyStamDamage.Value
local uis = game:GetService("UserInputService")
local heavy = game.ReplicatedStorage.Heavy
-- Particles
local particle1 = script.Parent.Particles.Core
local particle2 = script.Parent.Particles.CoreMiniSparks
local particle3 = script.Parent.Particles.MiniSparks
local particle4 = script.Parent.Particles.Sparks
local sparklight = script.Parent.Particles.PointLight
--END

function light()
	sparklight.Enabled = true
	wait(0.02)
	sparklight.Enabled = false
end

script.Parent.Equipped:Connect(function()
	local SoundEffect = Instance.new("Sound")
	SoundEffect.SoundId = "rbxassetid://608618332"
	SoundEffect.Name = "DeathSoundEffect"
	SoundEffect.Volume = 1
	SoundEffect.PlaybackSpeed = 1
	SoundEffect.SoundGroup = nil
	SoundEffect.PlayOnRemove = false
	SoundEffect.Looped = false
	SoundEffect.RollOffMaxDistance = 10000
	SoundEffect.RollOffMinDistance = 10
	SoundEffect.TimePosition = 0
	SoundEffect.Archivable = false

	SoundEffect:Play()
end)



function swingSound()
	local SoundEffect = Instance.new("Sound")
	SoundEffect.SoundId = "rbxassetid://6241709963"
	SoundEffect.Name = "DeathSoundEffect"
	SoundEffect.Volume = 1
	SoundEffect.PlaybackSpeed = 1
	SoundEffect.SoundGroup = nil
	SoundEffect.PlayOnRemove = false
	SoundEffect.Looped = false
	SoundEffect.RollOffMaxDistance = 10000
	SoundEffect.RollOffMinDistance = 10
	SoundEffect.TimePosition = 0
	SoundEffect.Archivable = false
	SoundEffect.Parent = script.Parent:WaitForChild("Handle")
	SoundEffect:Play()
end
function HitSound(parent)
	local SoundEffect = Instance.new("Sound")
	SoundEffect.SoundId = "rbxassetid://5473058688"
	SoundEffect.Name = "DeathSoundEffect"
	SoundEffect.Volume = 1
	SoundEffect.PlaybackSpeed = 1
	SoundEffect.SoundGroup = nil
	SoundEffect.PlayOnRemove = false
	SoundEffect.Looped = false
	SoundEffect.RollOffMaxDistance = 10000
	SoundEffect.RollOffMinDistance = 10
	SoundEffect.TimePosition = 0
	SoundEffect.Archivable = false
	SoundEffect.Parent = parent
	SoundEffect:Play()
end

function StunSound(parent)
	local SoundEffect = Instance.new("Sound")
	SoundEffect.SoundId = "rbxassetid://9119746751"
	SoundEffect.Name = "DeathSoundEffect"
	SoundEffect.Volume = 1
	SoundEffect.PlaybackSpeed = 1
	SoundEffect.SoundGroup = nil
	SoundEffect.PlayOnRemove = false
	SoundEffect.Looped = false
	SoundEffect.RollOffMaxDistance = 10000
	SoundEffect.RollOffMinDistance = 10
	SoundEffect.TimePosition = 0
	SoundEffect.Archivable = false
	SoundEffect.Parent = parent
	SoundEffect:Play()
end

function BlockSound(parent)
	local SoundEffect = Instance.new("Sound")
	SoundEffect.SoundId = "rbxassetid://211059855"
	SoundEffect.Name = "DeathSoundEffect"
	SoundEffect.Volume = 1
	SoundEffect.PlaybackSpeed = 1
	SoundEffect.SoundGroup = nil
	SoundEffect.PlayOnRemove = false
	SoundEffect.Looped = false
	SoundEffect.RollOffMaxDistance = 10000
	SoundEffect.RollOffMinDistance = 10
	SoundEffect.TimePosition = 0
	SoundEffect.Archivable = false
	SoundEffect.Parent = parent
	SoundEffect:Play()
end
function Stamina()
	script.Parent.Parent:WaitForChild("Stam").Value = script.Parent.Parent:WaitForChild("Stam").Value - script.Parent.Config.StamCost.Value
end
function HeavyStamina()
	script.Parent.Parent:WaitForChild("Stam").Value = script.Parent.Parent:WaitForChild("Stam").Value - HeavyStamCost
end
heavy.OnServerEvent:Connect(function(PlayerName)
	print("NAME NAME "..script.Parent.Parent.Name)
	print("KUTAS: "..PlayerName.Name)




	if  PlayerName.Name == script.Parent.Parent.Name and script.Parent.Parent:WaitForChild("IsAttacking").Value == false and script.Parent.Parent:WaitForChild("IsBlocking").Value == false and script.Parent.Parent:WaitForChild("IsStunned").Value == false then
		if  script.Parent.Cooldown.Value == false  and script.Parent.Parent:WaitForChild("Stam").Value >= HeavyStamCost and script.Parent.Parent:WaitForChild("IsAttacking").Value == false then
			print("HEAVYYYYYYYYYYYYYYYYYYYYYY")
			script.Parent.Config.Damage.Value = HeavyDamage
			script.Parent.Config.StamCost.Value = HeavyStamCost
			script.Parent.Config.StamDamage.Value = HeavyStamDamage
			script.Parent.Cooldown.Value = true
			script.Parent.CanDamage.Value = true
			local Humanoid = script.Parent.Parent:WaitForChild("Humanoid")
			local Anim5 = Humanoid:LoadAnimation(script.Parent.Attack5)
			script.Parent.Parent:WaitForChild("IsAttacking").Value = true
			Anim5:Play()	



			swingSound()
			HeavyStamina()
			Anim5.Stopped:wait(Cooldown)
			script.Parent.CanDamage.Value = false
			script.Parent.Cooldown.Value = false
			script.Parent.Parent:WaitForChild("IsAttacking").Value = false
			script.Parent.Config.Damage.Value = Damage
			script.Parent.Config.StamCost.Value = stamCost
			script.Parent.Config.StamDamage.Value = stamDamage
			wait(0.1)

		else 
			return

		end

	end
end)
script.Parent.Activated:Connect(function()
	if script.Parent.Cooldown.Value == false and script.Parent.Parent:WaitForChild("IsBlocking").Value == false and script.Parent.Parent:WaitForChild("Stam").Value >= stamCost and script.Parent.Parent:WaitForChild("IsAttacking").Value == false and script.Parent.Parent:WaitForChild("IsStunned").Value == false and script.Parent.Parent:WaitForChild("IsParrying").Value == false then
		script.Parent.Cooldown.Value = true
		script.Parent.CanDamage.Value = true


		local Humanoid = script.Parent.Parent.Humanoid
		local Anim1 = Humanoid:LoadAnimation(script.Parent.Attack1)
		local Anim2 = Humanoid:LoadAnimation(script.Parent.Attack2)
		local Anim3 = Humanoid:LoadAnimation(script.Parent.Attack3)
		local Anim4 = Humanoid:LoadAnimation(script.Parent.Attack4)




		if Turn == 1 then
			script.Parent.Parent:WaitForChild("IsAttacking").Value = true
			Anim1:Play()
			Turn = Turn +1
			swingSound()
			Stamina()
			Anim1.Stopped:wait(Cooldown)
			script.Parent.CanDamage.Value = false
			script.Parent.Cooldown.Value = false
			script.Parent.Parent:WaitForChild("IsAttacking").Value = false
		elseif Turn == 2 then
			script.Parent.Parent:WaitForChild("IsAttacking").Value = true
			Anim2:Play()
			Turn = Turn +1
			swingSound()
			Stamina()

			Anim2.Stopped:Wait(Cooldown)
			script.Parent.CanDamage.Value = false
			script.Parent.Cooldown.Value = false
			script.Parent.Parent:WaitForChild("IsAttacking").Value = false
		elseif Turn == 3 then
			script.Parent.Parent:WaitForChild("IsAttacking").Value = true
			Anim3:Play()
			Turn = Turn +1
			swingSound()
			Stamina()

			Anim3.Stopped:Wait(Cooldown)
			script.Parent.CanDamage.Value = false
			script.Parent.Cooldown.Value = false
			script.Parent.Parent:WaitForChild("IsAttacking").Value = false
		elseif Turn == 4 then
			script.Parent.Parent:WaitForChild("IsAttacking").Value = true
			Anim4:Play()
			Turn = 1
			swingSound()
			Stamina()

			Anim4.Stopped:Wait(Cooldown)
			script.Parent.CanDamage.Value = false
			script.Parent.Cooldown.Value = false
			script.Parent.Parent:WaitForChild("IsAttacking").Value = false
		end
	else
		return
	end
end)

script.Parent.Hitbox.Touched:Connect(function(Hit)
	if Hit.Parent:FindFirstChild("Humanoid") and script.Parent.Parent:WaitForChild("IsAttacking").Value == true then

		local Humanoid = Hit.Parent.Humanoid
		local isBlocking = Humanoid.Parent:WaitForChild("IsBlocking")
		local isParrying = Humanoid.Parent:WaitForChild("IsParrying")
		local Armor = Humanoid.Parent:WaitForChild("Armor")

		if script.Parent.CanDamage.Value == true and isBlocking.Value == false and isParrying.Value == false  then

			Humanoid:TakeDamage(script.Parent.Config.Damage.Value -(script.Parent.Config.Damage.Value * Armor.Value)/100 )
			HitSound(Humanoid.Parent:WaitForChild("Head"))
			Humanoid.Parent:WaitForChild("Killer").Value = script.Parent.Parent.Name

			print(Humanoid.Health)
			script.Parent.CanDamage.Value = false
		else
			if script.Parent.CanDamage.Value == true and isBlocking.Value == true and Humanoid.Parent:WaitForChild("Stam").Value > 5 and isParrying.Value == false then
				Humanoid.Parent:WaitForChild("Stam").Value = Humanoid.Parent:WaitForChild("Stam").Value - script.Parent.Config.StamDamage		.Value
				particle3:Emit()
				particle4:Emit()
				BlockSound(Humanoid.Parent:WaitForChild("Head"))


				script.Parent.CanDamage.Value = false
			else
				if script.Parent.CanDamage.Value == true and isBlocking.Value == true and Humanoid.Parent:WaitForChild("Stam").Value <= 5 and isParrying.Value == false then
					Humanoid:TakeDamage(script.Parent.Config.Damage.Value -(script.Parent.Config.Damage.Value * Armor.Value)/100 )
					Humanoid.Parent:WaitForChild("Killer").Value = script.Parent.Parent.Name
					HitSound(Humanoid.Parent:WaitForChild("Head"))
					Humanoid.Parent:WaitForChild("Head"):WaitForChild("StunIndic").Enabled = true
					Humanoid.Parent:WaitForChild("IsStunned").Value = true
					StunSound(Humanoid.Parent:WaitForChild("Head"))
					print(Humanoid.Health)
					script.Parent.CanDamage.Value = false

				else
					if script.Parent.CanDamage.Value == true and isBlocking.Value == false and isParrying.Value == true then

						script.Parent.Parent:WaitForChild("Head"):WaitForChild("StunIndic").Enabled = true
						particle3:Emit()
						particle4:Emit()
						script.Parent.Parent:WaitForChild("IsStunned").Value = true
						StunSound(Humanoid.Parent:WaitForChild("Head"))
						return
					end
				end end end


		return
	end
end)

General Walk Animation Script: Server

game.Players.PlayerAdded:Connect(function(plr)
	plr.CharacterAdded:Connect(function(char)
		while true do
			char.Animate.run.RunAnim.AnimationId = "rbxassetid://15667991847"
			wait(0.5)
		end
		
		
	end)
end)

Could the problem be that idle animation which has arm and torso keyframes is somehow breaking it? Should i just remove every walking keyframe except for arms? But then the walking while not equipping a sword would look bad. How do i go about this? Thanks!

1 Like

Make sure you’ve set proper AnimationPriorities. Having them all the same will cause the merging that appears in the video.

1 Like