atomzz24
(AtomicCommander)
March 9, 2022, 2:51am
#1
The topic name should be self explanatory but I did not mention that I want to be able to prevent this all in lua script.
I have tried changing the animation priority but even that doesnt seem to work (I changed it correctly using enum by the way)
Please let me know if you have any ideas
1 Like
There should be a setting under workspace:
If you have a problem and need support, please Private Message me, not here.
I also need some replication files on how you got this result as this seems to be an error with the way you animated.
Edit
I believe I found your issue. It is quite possible that you enabled this because you were curious, or Roblox forced it on in a new update. I need you to switch this toggle, AnimationWeightedBlendFix, to Disabled under the Workspace service.
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Some people have …
4 Likes
atomzz24
(AtomicCommander)
March 9, 2022, 2:56am
#3
I already know that but I heard that that setting will be remove sooner or later, I am looking for a long term solution
Oh, then it should be able to by manually adjusting animation weight or the other options in the announcement post.
https://developer.roblox.com/en-us/api-reference/function/AnimationTrack/AdjustWeight#:~:text=The%20animation%20weighting%20system%20is,with%20a%20weight%20of%20zero
This option involves using Lua to manage the weights of the AnimationTracks playing through an Animator so that the weights or currently-playing tracks reflect the actual, intended playback behavior. This is the method used by the default Roblox Animate LocalScript to blend walk and run, as well as ensure that emotes override already-playing idle animations. Because all Roblox catalog animations are published at Core priority, the Animate script computes weights for the walk and run animations which sum to 1.0. When emotes are played, any currently-running Idle animation is first stopped so that the emote plays at full strength.
It’s worth noting here that completely stopping an animation with AnimationTrack:Stop() or by setting the weight to 0 can result in a visual discontinuity, where the character may render in a default stance briefly, especially if the second animation is being played for the first time or when fade-out and fade-in times are 0. This can be avoided if instead of stopping the playing animation, you adjust its weight to a very small value such as 0.0001 using AnimationTrack:AdjustWeight(), but allow it to continue playing. The tradeoff is that the minimized track will still incur the full per-frame cost of animation evaluation, which in cases where the animation is only being momentarily suppressed is usually negligibly different from using Stop() and Play() to stop and restart the track with non-zero fade-out and fade-in times.
2 Likes
atomzz24
(AtomicCommander)
March 9, 2022, 3:00am
#5
ok thanks, I will be looking into that