local animations = npc.Humanoid.Animator:GetPlayingAnimationTracks()
for i, animation in pairs(animations) do
animation:Stop()
end
so uh
this is good to like stop the npc from doing that walking animation forever when i anchor their humanoidrootpart
but how do i get them to resume?
or, rather, should i use a different method of getting the animations to stop, instead of getplayinganimationtracks()? should probably pick a different category.
If the NPC continues to play the walking animation, it should stop them from literally playing the animation but it’ll pause them on the keyframe they were on before you disabled it. If you want them to be at a neutral stance then one possible solution is creating your own custom walking animation with that neutral keyframe. Then, whenever you want the NPC to stop moving, pause the animation at the neutral keyframe then disable the script.
I’m talking about my method of disabling the animation script, however, AdjustSpeed seems more convenient as you wouldn’t have to make your own custom animation (see my other replies).
does :Pause() freeze it on its current keyframe, or reset to a neutral position? because i need it to reset to a neutral position if possible
and if not possible by doing this kinda stuff then what method do i need to use to achieve it