Character stuck in animation after playing

  1. What do you want to achieve?
    Be able to stop the character from animation, more precisely from holding an item.

  2. What solutions have you tried so far?
    I have tried looping it, seeing whenever it even keeps playing, it does not, it plays and stops imminently and keeps the character in animation.

The animation includes the player keeping his hands as if he is holding something large, which is only 1 keyframe, so I have another question.
Is it better to use something else than a whole animation? Since I am only moving his hands.

The script only includes the animation getting played. And attempt to stop.

4 Likes

Check your animation’s AnimationPriority, It can be glitchy if the priority is the lowest (Core)
Also, check if it is actually looped.

3 Likes

So i should raise the priority of my animation?
Also what do you mean by “check if its actually looped”?

3 Likes

you should raise your animations priority to higher.
and what i meant by check if its actually looped is you should check if the you have a line that loops the animation.

Animation.Looped = true

like this

2 Likes

Its looped so priority is my only option, but is there anything else than animation like keyframes directly to character? Becuase even if its looped it still does not work.

1 Like

Could i see your script? that would make it easier for me to help

set priority to action or anything u want, just not the “core”

1 Like

Your character is ‘stuck’ in animation because you have it looped. If you want to stop it, then make use of Animation:Stop().

1 Like
		animplay:Play()
		
		task.wait(1)
		block.PickedUp.Value = true
		block.ClickDetector.MaxActivationDistance = 5
	else
		block.BlockWeld:Destroy()
		block.PickedUp.Value = false
		if animplay.IsPlaying then
			print(1)
		else
			print(2)
		end
	end
end)

Hope it helps.

Still the same problem, I have shared the script tho.

The thing is, it pretty much plays and stops even when looped.
So that does not work.

I was able to fix it by just playing the animation again using :Play() AFTER the “else” on if statement which means the animation cannot be controlled or something after it.

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