How to stop a run animation?

Hello, I’m trying to stop a run animation so it doesn’t play at the same time as a custom animation.

https://gyazo.com/b6291d9a55318d6dfda3c994f6c09368 (Example of what I mean is happening)

So if anyone has a clue as to how to stop the run animation for a certain period or a better way to fix the animation please reach out to me, thanks!

If my goal is unclear, I’m trying to make a smoother animation so it doesn’t work with the running animation making it look weird.

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Hey man, make sure your animation priorities are set correctly, for instance have your run animation be set to movement and whatever gesture that was to action.
You can do that with:

RunAnimation.Priority = Enum.AnimationPriority.Movement

I need to have a look at your scripts to better help you with your issue.

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If you’re talking about how I play the animation this is how.

game.ReplicatedStorage.Heal.OnServerEvent:Connect(function(player)

local character = player.Character
local Humanoid = character:WaitForChild("Humanoid")
local Animate = Humanoid:LoadAnimation(HealAnim)
Animate:Play()

end)

No, he’s talking about Animation Priority. When you go into the animation editor, you will find an option that lets you change the animation’s priority. What this does is it prevents animations from overlapping with each other depending on the priority you set it as.

Here’s the list of priorities you can set your animation as in the animation editor based on the Roblox Developer Page on AnimationTrack.Priority. The higher priority animation will run over the lower priority animation.

  1. Core (lowest priority)
  2. Idle
  3. Movement
  4. Action (highest priority)

For more clarification of how this works, here’s an example.

I make a running animation and set the priority to “Movement”, then I want to make an animation for the player where he starts charging up a fireball, and I set the priority of this animation to “Action”. When the player moves, the running animation triggers. When the player starts charging up the fireball, the fireball animation will play over the running animation, so the 2 animations don’t overlap when moving the same limb.

Edit: If you want to mark this as a solution, you should mark @Deathlios post because he is the one who gave you the solution. I’m just here to clarify.

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