I have two animations, and the second one plays immediately after the first one. How do I smoothly transition between them without copying and pasting the last frame of the first animation to the start of the second?
You would just have the script play the new animation. You can either make the script just play the animation after a timed duration using wait() or you can use the .Stopped () function and have it played through a event after that’s fired.
Wiki Reference: AnimationTrack | Documentation - Roblox Creator Hub
I should have been more clear. What I meant was that I wanted to smoothly transition the character’s limbs between the last keyframe of a first animation and the first keyframe of a second animation without having to manually synchronize them.
Oh, that just depends on the animation plugin you use, I think the regular default one doesn’t help you do that too much (because like it erases the copy & paste when you make a new animation). I think the best plugin that can help you do that is the Moon Animation Suite plugin though. It’s still not simple but it should be much easier.
Depending on how your animations work, you’ll want to use the function AdjustWeight. Now If the animation is looping you can easily play the animation you want to transition into and adjust the weight so that the new animation ends at 1 and the old animation ends at 0 then stopped. Unlooped animations require a little finesse, but timing the smoothing with the help of its Length should help.
Weight is used mainly for animations of the same priority so that’s just a thought.
There is always the handy animation priority that can be used. As long as you aren’t abruptly using :Stop() on animations and the two animations are at different priority levels then you can effectively have two of them playing at the same time. Having a looping idle animation, and then a single attack animation is a good example. The idle animation plays until the attack does, and then once the attack is done the idle continues. The animations used should also have similar end/start points (attacking and idling should have similar end points for example).