Changing the Animation while one is already playing, How?

I’m trying to make a stamina/running system, however i cannot seem to replace the animation that’s playing while one is playing ( i.e, changing the walking animation to the running animation )
How would i go about doing this?
( just changing the walk animation makes it so i have to stop first to THEN have the running animation )
( stopping any and all animations currently playing is extremely buggy and doesnt play ANY animation even if i say it to play another one )

As far as I know, you’ll have to stop the current anims and play the next one separately. With that said, I think it would be possible to match up the TimePosition properties of the Animations to ensure it feels the smoothest, or simply keep animations really short in duration but looped and wait for the current animation(s) to end, then starting the next one.

If you look at the default Animate script, you’ll see that the walk and run animations are always both playing. They are kept alive by setting the track weight to 0.001 instead of stopping it or setting it to zero (which also stops it). You can do the same thing to add a sprint animation. Like suppose you want the run animation to play at 16 studs/s, and full sprint is 24 or faster. You can make sure that between 16 and 24 you are crossfading run and sprint, and for 24 and greater, sprint gets weight 0.998, and walk and run get 0.001 each. 0.001 is small enough that tracks with that weight will not visually contribute to the outcome.

Otherwise, if you want to be a purist and actually stop the tracks that are not currently being used, you do have to manually re-sync their TimePosition when restarting them.