How to make animation override all other animations?

  1. So I tryna to make I carrying ability

  2. I’ve made an animation, when idle all works quite good! But when character moving right hand is moving too, I want to make them stand straight.

  3. I’ve tried to set Action4 priority but it wasn’t so helpful


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Basically what you gotta do is… you know when you are animating the animation nodes. For instance if you want to move the shoulder of the arm but you don’t wont the elbow to be moved by your animation or other animations you have add that node and save its position

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When you play an animation track, theres a weight property. The weight changes the strength of how much the animation affects the bodyparts, when you play an animationTrack, you can do.

AnimationTrack:Play(FadeInTime, Weight, Speed)
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Sounds good! But what do you mean about ‘nodes’?

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you know in the animation editor when you select the nodes you want to work with for example ‘head’ ‘left arm’ etc… if you working with r15 and you move the upper arm and don’t want the lower arm to move you have to add position for them both you get me?

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not so. You mean that I have to animate the whole arm? (lower and upper parts)

no you don’t have to animate.

just set its position so it isn’t moved by other animations

Unless you want it moved then do the fadein thing suggested above

Oh, you meant Motor6ds? Or what?

You gotta update your animation and add some keyframes for the elbows and wrists of the arm.

And when you play it you gotta set the priority of the animation somewhere high.
I believe it was through this…

AnimationTrack.Priority = Enum.AnimationPriority.Action
(Check documentation, property/enum might be incorrect, this is just from the top of my head.)

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