How can I change animations mid-way smoothly and without bugs?

I’m making an RNG game, similar to Sol’s RNG. Some of their auras have custom idle and walk animations that obviously differ from the default animations. What’s confusing is that somehow, when you equip an animation-changing aura, it somehow perfectly transitions into the new animations. I don’t know what method they use, but I’ve tried so many different ones. Everytime, there’s been a bug.

For example, if I was walking and equipped an aura, it would merge animations/be in a constant idle animation, just gliding.

I don’t know how they, along with other RNG games managed to do it, but it certainly is confusing, because they’ve managed to make it so that an Idle animation changes but others don’t,

For example, one of the auras entirely changes the Idle to be custom, but somehow keeps all the other animations at default.

Any help is appreciated. I’ve done countless hours of research and I still couldn’t find an answer.

When you Play() an animation, you can add parameters into the Play() function:

AnimationTrack:Play(fadeTime: number, weight: number, speed: number)

if you adjust the fadetime like:

Play(1)

the animation that you play will fade into the next one.

Documentation

I didn’t mean “smoothly” like that. That’s my fault, I should’ve phrased it better. I’m more persistent on the “without bugs” part. What I meant was I can’t change animations without having to do something tedious like changing the Humanoid’s state to “Landed” (as an example) just so it doesn’t bug out if they are walking/doing an action. However, games like Sol’s RNG, if you were to walk (with the default animation) and switch to an aura with a different walk animation (while you were walking), you would automatically transition to that animation and with no bugs whatsoever.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.