Ive made a simple righet and left hook attack but for some reason when running and attacking the hands randomly spin 360° Any help?
What does it look like when you’re not running?
It works normally (text limit)
like send a video
You probably want the attack animation that you use when running to only have arms animation (which it looks like it already does) and to be played at a higher priority than the run animation. If you’re playing them both at Core priority, for example, it’s going to try to blend your attack with the arm animation from the run, which can easily result in 180 degree flipping. Roblox doesn’t have additive blending, so the arms have to be playing either the run, or your attack, not both, since they’re clearly not blend compatible. Walk and run animations can blend, because they are in-phase and authored to not be blending angles that are far apart for any given joint. The same is not true for just any two arbitrary animations played with no synchronization.
The thing is that i did make the attack animation priority to “action 4” and the running one is set to “walking”
Or should i set the walking animation to just action 1?
Have you tried using Enum.AnimationPriority
? I ask because there are no priorities called “action 4” or “walking”, so if you’re literally setting the AnimationTrack.Priority to those strings, it’s not actually doing anything. If you use a string, it has to be an exact match for the Name property of one of the enum values, e.g. “Action4” (capital A, no space) and “Movement” or “Idle” or “Core”, etc.
Sorry i writed the names wrong and i changed the animations priority in the animator editor
It might also be the case that you have to play and stop the animation tracks without the default fade in and fade out time (which is like 0.1 or 0.2 seconds, I forget which). The crossfading might be doing just enough blending to produce the problem.
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.