Animations weirdly flickering

For some context the game is created by someone else and I uploaded the animations on my account

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    Fixing the sword animations

  2. What is the issue? Include screenshots / videos if possible!
    Animations on a sword tool randomly flickering

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?

  • Re-uploading the animations
  • I’ve seen posts about uploading it on the original owner of the game, but the animations still play so that must not be the issue

This Script is for the wood sword

repeat task.wait() until game.Players.LocalPlayer.Character.PrimaryPart

local plr = game.Players.LocalPlayer
local char = plr.Character
local hum = char.Humanoid
local hrp = char.HumanoidRootPart
local tool = script.Parent
local runservice = game:GetService("RunService")
local stoppedanimation = false
local stoppedwalk = false
local toolequipped = false
local uis = game:GetService("UserInputService")
local cooldown = false

--Animations--
local animationfolder = tool.Animations
local sliceanim = hum.Animator:LoadAnimation(animationfolder.Slice)
local idleanim = hum.Animator:LoadAnimation(animationfolder.Idle)
local walkanim = hum.Animator:LoadAnimation(animationfolder.Walk)
idleanim.Priority = Enum.AnimationPriority.Action3
walkanim.Priority = Enum.AnimationPriority.Action3
sliceanim.Priority = Enum.AnimationPriority.Action4


tool.Equipped:Connect(function()
	toolequipped = true
	if hum.MoveDirection.Magnitude == 0 then
	idleanim:Play()
	else
	walkanim:Play()
	end
end)

tool.Unequipped:Connect(function()
	toolequipped = false
		idleanim:Stop()
		walkanim:Stop()
end)

uis.JumpRequest:Connect(function()
	walkanim:Stop()
	idleanim:Stop()
end)

hum.StateChanged:Connect(function(old,new)
	if toolequipped then
	if (new == Enum.HumanoidStateType.Landed)then
		if hum.MoveDirection.Magnitude == 0 then
			idleanim:Play()
		else
			walkanim:Play()
		end
	end
	end
end)

runservice.Stepped:Connect(function()
 if toolequipped then
	if hum.MoveDirection.Magnitude > 0 then
		stoppedanimation = true
		idleanim:Stop()
	else
		if stoppedanimation then
			wait()
			idleanim:Play()
			stoppedanimation = false
		end
	end
	end
end)

runservice.Stepped:Connect(function()
	if toolequipped then
		if hum.MoveDirection.Magnitude == 0 then
			walkanim:Stop()
			stoppedwalk = true
		else
			if stoppedwalk then
				walkanim:Play()
				stoppedwalk = false
			end
		end
	end
end)


tool.Activated:Connect(function()
	if not cooldown then
		cooldown = true
		sliceanim:Play()
		game.ReplicatedStorage.RemoteEvents.Sword.SlashHitbox:FireServer()
		game.ReplicatedStorage.RemoteEvents.Sword.SlashEffect:FireServer(tool.Parts.VFXPart) 
		wait(sliceanim.Length)
		cooldown = false
	end
end)

The yoru sword has all the scripts for playing walking and idle animations commented

https://gyazo.com/04bfa4c5a661aa2b68de4589e3d23123
https://gyazo.com/3f87c7461f86d19e1e24d012a7579f75

This bug started like a couple of days ago

2 Likes

You can try making it smooth
AnimationTrack:Play(fadeTime, weight, speed)

I’ve seen this issue. It’s likely a bug with the animation editor. Revert the version to a version from the 10th or earlier.

Everything was fine a couple days ago, and I also don’t how to change the animation editor’s version.

I’ve concluded that I can’t do anything about it, I just remade the animation in moon animator.

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