Animations not looking right in studio

For some reason, these dash animations look way off than how they’re supposed to. I don’t believe its because of the script itself and this is a new place with no other scripts. All of the animation ids are correct, and all of the priorities are Action2. Here’s how its supposed to look:
Image from Gyazo
and heres how it looks in studio:
Image from Gyazo
this is my code:

local debris = game:GetService("Debris")

local char = script.Parent
local hum = char.Humanoid
local humRoot = char:WaitForChild("HumanoidRootPart")

local dashDeb = false
local vars = {
	DASH_DISTANCE = 20,
	DASH_CD = 0.5	
}
local forwarddash = false
local leftdash = false
local rightdash = false
local backdash = false

local animdashfwd = hum:LoadAnimation(script.dashforward)
local animdashright = hum:LoadAnimation(script.dashright)
local animdashleft =hum:LoadAnimation(script.dashleft)
local animdashback =hum:LoadAnimation(script.dashback)
-- dashing
uis.InputBegan:Connect(function(input,isTyping)
	if isTyping then return end
	if input.KeyCode == Enum.KeyCode.Q and dashDeb == false then
		if forwarddash == true or leftdash == true or rightdash == true or backdash == true then
		dashDeb = true
			if forwarddash == true then
				animdashfwd:Play()
			end
			if rightdash == true then
				animdashright:Play()
			end
			if leftdash == true then
				animdashleft:Play()
			end
			if backdash == true then
				animdashback:Play()
			end
		local raycastParams = RaycastParams.new()
		raycastParams.FilterDescendantsInstances = {char,workspace.Baseplate}
		raycastParams.FilterType = Enum.RaycastFilterType.Blacklist

		local rayResult = workspace:Raycast(humRoot.Position,hum.MoveDirection * vars.DASH_DISTANCE,raycastParams)
		local rayPos
		if rayResult then
			local part = rayResult.Instance
			if part.CanCollide == true then
				rayPos = rayResult.Position
			else
				rayPos = (humRoot.CFrame + (hum.MoveDirection * vars.DASH_DISTANCE)).Position
			end
		else
			rayPos = (humRoot.CFrame + (hum.MoveDirection * vars.DASH_DISTANCE)).Position
		end

		local mover = Instance.new("BodyPosition",humRoot)
		mover.MaxForce = Vector3.new(9999999,9999999,9999999)
		mover.D = 100
		mover.P = 1000
		mover.Position = rayPos
		debris:AddItem(mover,0.3)

		local gyro = Instance.new("BodyGyro",humRoot)
		gyro.MaxTorque = Vector3.new(9999999,9999999,9999999)
		gyro.D = 100
		gyro.P = 1000
		gyro.CFrame = humRoot.CFrame
		debris:AddItem(gyro,0.3)

		spawn(function()
			wait(vars.DASH_CD)
			dashDeb = false
			end)
			end
	end
	if input.KeyCode == Enum.KeyCode.W then
		 forwarddash = true
	end
	if input.KeyCode == Enum.KeyCode.A then
		 leftdash = true
	end
	if input.KeyCode == Enum.KeyCode.S then
		 backdash = true
	end
	if input.KeyCode == Enum.KeyCode.D then
		 rightdash = true
	end
end) ```

Blud, i literally cant see the images.

My apologies, should be fixed now

I’m not too sure, but it might have something to do with the animation’s fade time and the weight of it (when you play it)

fixed it, it was a stupid mistake with the scripting DX

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