Animations go "twice as far" as they should

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

1 Like

Does it have the proper animationpriority?

That wouldn’t matter if it’s the only animation playing I think, but it’s on movement

1 Like

Try removing adjust weight,may be that will work

I had it that way before and it still didn’t work