Animations flying all over the place

I am trying to play animations for a weapon, when i first made it, the animations were playing normally, and suddenly the animations went all wonky a few months later and wouldn’t fix. I tried to reupload the animations (didnt work), Change workspace animation settings (didnt work), and looked on here for solutions but cant find anything related to whats going on here. I didnt post this sooner because i assumed the issue would fix its self because its apparent its roblox’s fault because i hadnt edited the game in a while before this had happened.

The animations were made from the CurveEditor on roblox’s animation editor
There is a Motor6D attached to the Right Arm and a invisible part on the gun that has motor6d’s in it for the gun parts.
Animations are played with :LoadAnimation(animation instance)
Animations are loaded via client and a fake rig that has all parts a regular rig would have (npc basically)

I know this isnt because the animation is being loaded from the client because i tested a previous version of this gun system i still had, and its animations were called via server, and it still had the same issue.

in-game

studio reload

studio firing

What can i do to solve this issue?

TLDR; animations ran that were created by CurveEditor that have Motor6D spaz out when in-game, actual animations work properly in studio

if anyone needed a solution then here it is;

i just now found this was caused by the curve animations literally being added together as you would for a cframe. to combat :LoadAnimation() from doing this is to keep track of the last animation played, then once you need to play a new animation you will need to :Stop() the previous animation, this will prevent the “combination”. i dont believe animation priority is a problem with it either, as i already tried to switch to every one of them.

I read through most of the curve animation updates in the update channel and i either missed the part where this was said to be required, or it just wasnt said at all and is possibly an engine bug. hope this helps

if anyone needed a solution then here it is;

i just now found this was caused by the curve animations literally being added together as you would for a cframe. to combat :LoadAnimation() from doing this is to keep track of the last animation played, then once you need to play a new animation you will need to :Stop() the previous animation, this will prevent the “combination”. i dont believe animation priority is a problem with it either, as i already tried to switch to every one of them.

I read through most of the curve animation updates in the update channel and i either missed the part where this was said to be required, or it just wasnt said at all and is possibly an engine bug. hope this helps

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