Default walk/run animations not changing speed

Good evening!

I’m currently working on an attack-blocking system in my game, where the animation being played only manipulates the arms, so that the default walking animation can take over the legs. The issue is, even though I’m setting the player WalkSpeed to 10 when blocking, the default walking animation speed is still too fast. I’ve attempted to fix this with the code here below, but it doesn’t change the walking speed no matter what.

hum.Running:Connect(function(speed)
				if isBlocking == true then -- if the player is blocking
					for i,track in pairs(hum.Animator:GetPlayingAnimationTracks()) do
					if track ~= blockanim then
							track:AdjustSpeed(0.5) -- make it 50% slower

When I print the track, it shows me “WalkAnim”, “RunAnim”, and “Animation1”

Even when I do track:Stop() it continues to play. This is in a local script, but I dont know if that effects animations or not. I’m confused as to what is effecting the walk/run animation speed, and preventing it from slowing down

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what is the animation priority for all animations?

The only animation which I messed with the priority of was the custom blocking one, and it’s set as movement

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AnimationPriority:
As @ogapogie mentioned, animation priority could be a factor in your issue. It is generally advised to set all custom animations to Action. Action overrides every other animation playing.

Also, make sure you change the speed of the animation track prior to AnimationTrack:Play()

Replacing Animate Behavior:
If that doesn’t work, you could always grab the Animate localscript stored inside the character during playtesting. Simply copy it while playtesting and paste it back into StarterCharacterScripts. I believe this script includes preset times you can alter, but I haven’t looked at it for a hot second.

Hope this helps, and if you have any further questions I’d be happy to assist! :slight_smile:

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you should fix that or do as @Xitral said.

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I have edited the character animate script, along with the other tips you provided, they seem to have fixed the issue, thanks!

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