Animations overlapping with default despite having action priority and a weight of ath.huge

local UIS = game:GetService("UserInputService")
local anim = Instance.new("Animation")
anim.AnimationId = "rbxassetid://6745226472"

local loadanim = script.Parent:WaitForChild("Humanoid").Animator:LoadAnimation(anim)
loadanim:AdjustWeight(math.huge)
local debounce = false
UIS.InputBegan:Connect(function(input)
	
	if input.UserInputType == Enum.UserInputType.MouseButton1 then
		if debounce == false then
			debounce = true
			loadanim:Play()
			loadanim.Stopped:Wait()
			print(debounce)
		end
		debounce = false
	end
end)

This is how the animation looks in studio:

Have you set the animation priority in the Animation Editor Plugin?

1 Like

Yes I have. I also set the weight to math.huge

Do you have any custom roblox animations script? (Like idle animation, walk, run, etc)

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Glorious Animation

What default animation are you wanting to prevent from being overlapped exactly? The idle or walk?

no, this is the only animation.

1 Like

the walk animation, it works fine with idle.

What happens if you change

loadanim:AdjustWeight(math.huge)

To

loadanim.Priority = Enum.AnimationPriority.Action

To ensure it’s on action? It should work if the animation is 100% on Action, no real need for weight audjustment, I think?

1 Like

Nope, it still acts the same way

Probably a inefficient way of doing it, but try temporarily setting the walk AnimationID to nothing for a brief moment, then setting it back after the animation is done

local UIS = game:GetService("UserInputService")
local anim = Instance.new("Animation")
anim.AnimationId = "rbxassetid://6745226472"
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Animate = Character:WaitForChild("Animate")
local WalkAnimation = Animate:WaitForChild("walk")
local DefaultID = WalkAnimation.Value

local loadanim = script.Parent:WaitForChild("Humanoid").Animator:LoadAnimation(anim)
loadanim:AdjustWeight(math.huge)
local debounce = false
UIS.InputBegan:Connect(function(input)
	
	if input.UserInputType == Enum.UserInputType.MouseButton1 then
		if debounce == false then
			debounce = true
            WalkAnimation.Value = ""
			loadanim:Play()
			loadanim.Stopped:Wait()
			print(debounce)
            WalkAnimation.Value = DefaultID
		end
		debounce = false
	end
end)

nothing changes :shallow_pan_of_food:

I have the same problem, have you achieved a solution?

I have the same problem. Is there any solution besides writing our own animation system?

You can add a boolean attribute into Workspace named RbxLegacyAnimationBlending and set it to true, this should fix the issue.