Idle animation only plays once

So I’m trying to make my own idle animation system. I know I can make it easier with
animator.AnimationPlayed:Connect() but I just don’t like the timing of the normal one.
My problem is that the animation only plays once, then never again. Everything else seems to be working fine, it starts every 20 secs and waits the random timing. The output also prints everything but the animation just doesn’t play.
Here’s my script:

local animation = Instance.new("Animation")
local runIdleAnimations = coroutine.create(function()
	
	local randomTiming = math.random(5, 15)
	
	while true do
		if character.PrimaryPart.AssemblyLinearVelocity.Magnitude < 1 then
			print("Checking if Player is Idle")
			wait(randomTiming)
			if character.PrimaryPart.AssemblyLinearVelocity.Magnitude < 1 then
				print("Player Confirmed Idle")
				
				animation.AnimationId = idleAnimations[math.random(1, #idleAnimations)]
				local animationTrack = animator:LoadAnimation(animation)
				animationTrack.Priority = Enum.AnimationPriority.Idle
				animationEnded = false
				
				coroutine.resume(followHeadCam)
				animationTrack:Play()
				animationTrack.Ended:Wait()
				print("Animation Ended")
				
				humanoid.AutoRotate = true
				camera.CameraType = Enum.CameraType.Custom
				camera.CameraSubject = humanoid
				animationEnded = true
			else
				print("Player is not Idle")
			end
			randomTiming = math.random(1, 5)
		end
		wait(20)
	end
end)
coroutine.resume(runIdleAnimations)
2 Likes

This animation is Looped, correct?

Hello! Is the animation looped?

Nope, just the loop that runs every 20 seconds

Can you not try looping the animation?

I’ll test it, one second [character limit]

I don’t know how to stop it now. By the way why should it be looped?

I ran this script and it worked. It is just a modified version of your script, but with the basic wave animation.

local character = game.Players.LocalPlayer.Character
local animation = script.WaveAnim
local hum = character:FindFirstChild("Humanoid")

local runIdleAnimations = coroutine.create(function()

	local randomTiming = math.random(2, 3)

	while true do
		if character.PrimaryPart.AssemblyLinearVelocity.Magnitude < 1 then
			print("Checking if Player is Idle")
			wait(randomTiming)
			if character.PrimaryPart.AssemblyLinearVelocity.Magnitude < 1 then
				print("Player Confirmed Idle")

				local animationTrack = hum.Animator:LoadAnimation(animation)
				animationTrack.Priority = Enum.AnimationPriority.Idle
				animationTrack.Looped = false
				animationTrack:Play()
				animationTrack.Ended:Wait()
				print("Animation Ended")

			else
				print("Player is not Idle")
			end
			randomTiming = math.random(1, 5)
		end
		wait(2)
	end
end)
coroutine.resume(runIdleAnimations)

Make sure to add

animationTrack.Looped = false

to your script.

Apart from this, the script you have is correct, so something else must be the source of error.

Did that but it’s the same, maybe its the coroutine that I’m playing just before playing the animation?

local followHeadCam = coroutine.create(function()
	for i,v in character:GetChildren() do -- makes any vision blocking accessory invisible
		if v:IsA("Accessory") then
			v.Handle:GetPropertyChangedSignal("LocalTransparencyModifier"):Connect(function()
				v.Handle.LocalTransparencyModifier = 1
			end)
			v.Handle.LocalTransparencyModifier = v.Handle.Transparency	
		end
	end

	humanoid.AutoRotate = false
	camera.CameraType = Enum.CameraType.Scriptable
	camera.CameraSubject = character.Head

	while animationEnded == false do
		camera.CFrame = character.Head.CFrame
		print("Following Head..")
		runService.RenderStepped:Wait()
	end
end)

I am currently checking it out, but for right now where do you establish the camera and what are the properties for it?

Ok so, it looks like the animation plays, but the coroutine doesn’t. (The camera is stuck in LockFirstPerson)

Yeah, I’ve noticed the followHeadCam couritine only gets called once, and doesn’t get called again when it gets to the line where you resume it.

Wait, so how do I call it every time?

Once a coroutine function finishes executing after coroutine.resume, coroutine.resume does not work again. Here is a source covering coroutines: coroutine | Documentation - Roblox Creator Hub.
I’m looking into work arounds though.

Okay, I’ve figured it out. This post shows a work around: How do I make coroutines run from the start every time it's called?.
I’m not sure if there is a better way to do this, as I have been focusing on other coding languages recently, and am not up-to-date with the most recent APIs.

1 Like

Yeah that’s what I did just now. Placed it inside the while loop so that it creates a new coroutine every time. Did not know that coroutines only play once though, thanks.

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