I am creating a melee tool that has a custom idle/inactive pose. I have done this by replacing the toolnone
animation in the default Animate
script:
Character:WaitForChild("Animate").toolnone.ToolNoneAnim.AnimationId = AnimationIdle.AnimationId
However, the idle animation seems to be overridden shortly after the player spawns, is given the tool, and has the animation inserted. Here’s the issue in action (apologies for the terrible quality):
Swinging with the tool doesn’t seem to break the idle animation, so I don’t really know what’s causing this. The animation’s priority is Movement
. Is there a way to fix this, or should I use a different method?