How Can I Stop My Idle From Overriding A Walking Animation?

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!

  2. What is the issue? My tool idle animation overrides my walking animation.

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub? I looked for solutions on the Developer Hub but couldn’t find anything and tried to make my walking animation priority to action and my weapon’s idle animation to idle but it still overrides it.

After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you! My animation has every limb involved so it’s not just certain limbs being overridden but instead all of it. The script for the idle animation is
local tool = script.Parent
local Anim =“Animation”)
Anim.AnimationId = “rbxassetid://7174194492”
local track
track = script.Parent.Parent.Humanoid:LoadAnimation(Anim)
track.Priority = Enum.AnimationPriority.Action
track.Looped = true

if track then

track.Priority = Enum.AnimationPriority.Action

If this code is for your idle animation, this should be Enum.AnimationPriority.Idle, right? This is the order animations will appear in, according to this article:

  1. Core (lowest priority)
  2. Idle
  3. Movement
  4. Action (highest priority)

Oh, I didn’t notice this in my script and only made the animation priority to idle in the editor instead, but when I did this it made it so now the walking animation completely overrides my weapons animation, is there any way I could have a mix between both animations like some games do have?

The article I linked also mentions this:

If both animations have the same priority, the weight of both tracks will be used to combine the animations.

I’m not sure if this is applicable as I’m pretty sure you had both of your animations set to Action before and one still overrode the other. I don’t work with animations extensively, so :man_shrugging:. Maybe it’s an issue with your two tracks not being combined correctly? You could try reducing the overlap, i.e. make it so your walking animation and your idle tool animation don’t move the same parts.

You could also double check that your walking animation is set to Enum.AnimationPriority.Movement and your idle tool animation is set to Enum.AnimationPriority.Idle.