AnimationTrack.Priority doesn't work?

I have a custom animation. When the player moves, default Run animation, and custom animation mixes.

But:
Default Run AnimationTrack’s priority is core.
Custom AnimationTrack’s is action.

Is that a bug? Or is that about another thing?

Can you show what you mean by mix?

Are the two animations targeting the same limb and mixing on that specific limb to achieve something halfway between the two?

Or is your custom animation targeting different limbs, e.g. just the arms or just the legs?

A visual would help a lot.

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An example, lower arms don’t move in custom anim, but it does in default. So when I walk with custom animation, lower arms move with custom animation.

Yep, that’s how it’s supposed to work. The way to fix it if you want your lower arm to ignore the lower priority animation and be completely still relative to the upper is to add a keyframe at the start and end of the animation on that limb in the position you want it. This will make that limb controlled by the custom animation.

The full documentation of the AnimationTrack.Priority property is here.

Where two playing animations direct the target to move the same limb in different ways, the AnimationTrack with the highest priority will show.

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Oh thanks for the help :smiley:

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