I am trying to make the linear transition as smooth and not visible as possible.
I want to make it so the transition is smooth, nonlinear, and not visible at all.
By not being visible, I mean that the transition is so good that you cannot tell it’s there.
The issue here is I shouldn’t stop any animation.
I want the idle animation to resume when other animations are done playing, but the transition is really bad.
Did you read the post? Stopping the animations isn’t the issue.
I made this post for the linear animation transition that I want to edit so it’s unnoticed.
I tried adjusting the weight, but that didnt really work out since the position of the gun constantly changes due to the idle animation so the transition becomes off.
I was asking where you’re using SetWeight and other extended commands.
Really haven’t even taken a look at Xanimator to debug it as a package, or will be using it myself.
Is there an error output, a chunk of code, or a setting you’re not understanding?
Maybe it would be best to ask on the concept page you linked.
Assistance: They are using extended commands like SetWeight, If you’re trying on your own.
Maybe do some research on how all that works, seem like a straightforward concept.
Basically you want to fight the engine, I love it. but how roblox works under the hood is, when you play or fade an animation track in roblox using :play() or adjustweight() the engine updates the weightcurrent toward weighttarget, correct? This process uses linear interpolation over time
The slight jerking is how roblox’s engine calculates the weight progression strictly in a straight line, switching between 2 animated poses, especially when on track is a moving idle track, this will cause a velocity jump (a like sharp angle in motion) right at the start and end of the cross fade
Some bypasses you could do is changing the last 3 frames of the reload animation or viewmodel wtv u got going on to match the start of the idle
You COULD manually interpoalte AnimationTrack.WeightCurrent using non-linear curve like sine, quad, or cubic over time using RunService or TweenService BUT this will cause a lot of bloat and overhead, cause roblox replicates WeightCurrent
And to be honest this problem is very small and not that noticeable.