I’m having this weird problem where my animations seemingly go “twice as far” as they should be.
The weird thing is, is that it doesn’t do that for every limb. I don’t have any other animations playing, and the default animations are also gone. I also check to make sure there aren’t multiple jumping animation tracks playing at the same time with Animator:GetPlayingAnimationTracks().
This is what the animation looks in the animation editor:
And this is what it looks like in the game:
This is the script that controls these:
previousPose = nil
previousHurtPose = nil
PoseChanged.Event:Connect(function(pose)
if pose ~= previousPose then
previousPose = pose --debouce so that no extra animations play
for i, v in pairs(animations) do --this is the only way that i could get this to work
local newanimation = Instance.new("Animation")
newanimation.AnimationId = animations[i].AnimationId
newanimation.Name = i
v.AnimationTrack:AdjustWeight(0, 0)
v.AnimationTrack:Stop(0)
v.AnimationTrack:Destroy()
local newTrack = animator:LoadAnimation(newanimation)
v.AnimationTrack = newTrack
end
animations[pose].AnimationTrack:Play(0, 1)
end
print(animator:GetPlayingAnimationTracks()) --this only returns 1 animation track always.
end)
I’ve tried so many different things just trying to get this to work, but nothing’s working. please help