I’ve got movement animations for my characters, running, jumping, your usual stuff. But during certain scenarios, the joints (motor6d CFrames) will be modified to do things such as, turning the neck so the head is looking at something. During these cases their animations will still play normally and that’s fine, but if that animation contains keyframes for that joint it’ll look weird.
I want the animations to play normally but the joints in question will just void any of its keyframes.
The quick solution I can think of right now is making a version of the animations removing keyframes for the joint, switching to that whenever the operation is triggered, and switching back to the normal animation when it’s over. But that’ll be too inefficient and impractical when the list of animations is dynamic.