AnimationTrack :AdjustWeight(...) + :Stop(...) inability to affect fadeout

After an AnimationTrack has stopped by reaching the end of the animation, during the animation “fadeout” period neither AnimationTrack:Stop(…) and AnimationTrack:AdjustWeight(…) are able to be used in anyway to modify the current fadeout.

This creates a discrepancy for when the developer intents for the animation(s) to be fully ended.

Reproduction:
AnimationTrackFadeoutRepo.rbxl (94.0 KB)

Expected behavior

AnimationTrack:Stop(…) and/or AnimationTrack:AdjustWeight(…) methods should have the ability to run during the fadeout time; to for example cancel the fadeout.

Another approach would be to allow us developers to choose the AnimationTrack fadeout time in the AnimationTrack:Play(…) method just like you can for the fadein (fadeTime).

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If I’m correct, this also affects :AdjustSpeed(…)

:AdjustSpeed(…) affects the animation playback speed while the animation is still playing, not for how fast WeightCurrent reaches the WeightTarget or the WeightTarget itself.

If an animation is played at lets say 10x playback speed, the fadeout would still be the same constant number (0.1) regardless of how fast the playback was.

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I was about to report this! This is a bug caused after a recent roblox update and it affects both studio and the client! It didn’t happen a week ago.

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I too am affected by this issue. I was setting the weight of an animation that has stopped to 0 (but has not yet ended), so I can play another animation immediately afterward without the transition period affecting the following animation.

Vouch, currently causing issues with my rootmotion’s ragdoll phase

Issue is explained more thoroughly here

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