How do I make my animations transition smoothly between them?

Hey guys, so I’m currently working on a combat system, I’m currently trying to add animations, but there’s a little problem. My animations don’t transition smoothly sometimes also ovewrite one another. Does anyone know how I could make them transition smoothly between one another.

I want this :

Let me show you :

Here is the part of the script where I play the animations.

local M1 = {
	Keybind = Enum.UserInputType.MouseButton1;
	
	Settings = 
		{
			TimeUntilComboReset = 2,
			TimebetweenAttacks = .3,
			CanAttack = true,
			Attacking = false,
			CurrAttack = 0,
		};
	Animations = 
		{
			Attack1 = humanoid.Animator:LoadAnimation(anims.Attack1),
			Attack2 = humanoid.Animator:LoadAnimation(anims.Attack2),
			Attack3 = humanoid.Animator:LoadAnimation(anims.Attack3),
			Attack4 = humanoid.Animator:LoadAnimation(anims.Attack4),
			Attack5 = humanoid.Animator:LoadAnimation(anims.Attack5),
			Hit1 = humanoid.Animator:LoadAnimation(anims.Hit1),
			Hit2 = humanoid.Animator:LoadAnimation(anims.Hit2),
			Hit3 = humanoid.Animator:LoadAnimation(anims.Hit3),
			Hit4 = humanoid.Animator:LoadAnimation(anims.Hit4),
			Hit5 = humanoid.Animator:LoadAnimation(anims.Hit5),
		};
}
		local anim = nil
		if M1.Settings.CurrAttack == 1 then
			anim = M1.Animations.Attack1
			anim:Play()
		elseif M1.Settings.CurrAttack == 2 then
			anim = M1.Animations.Attack2
			anim:Play()
		elseif M1.Settings.CurrAttack == 3 then
			anim = M1.Animations.Attack3
			anim:Play()
		elseif M1.Settings.CurrAttack == 4 then
			anim = M1.Animations.Attack4
			anim:Play()
		elseif M1.Settings.CurrAttack == 5 then
			anim = M1.Animations.Attack5
			anim:Play()
		end
3 Likes

I personally have been having the same problem. But, I find adjusting the time between each animation should help. Also, be sure to have a VERY specific time! So, instead of something like 0.3 for time in between attacks try something like 0.25 or 0.27, should be a little smoother. Next, you could also change the animation priorities to prevent animations from overlapping. So instead of all the punches being action or action 4 you can make the first punch action, the next action2, and so on. This will make it so that the next punch completely cancels the previous one so the animations won’t stutter.