Idle animation ruining my custom animations

I have an animation for my tool when it is equipped and for some reason the default idle animations sort of combines with the tool animation. In my custom animation i have the players legs exactly next to eachother, but in game they are far apart like in the idle animation.

I don’t know how to fix this

I have had this problem too, maybe try doing this:

local animation = --whatever the animation is
animation.Priority = Enum.AnimationPriority.Action

It’s a higher priority than the idle animation, thus overwriting it.

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Ive had my animations on Action4 and they are still scuffed

Action 4 normally overrides defaults, so if they’re still scuffed it’s probably not the right priority.

Im setting my anim priorities inside script like this :

local track1 = humanoid:LoadAnimation(Animations["Push-Up_Hold"])
track1.Priority = Enum.AnimationPriority.Action3
local track2 = humanoid:LoadAnimation(Animations["Push-Up"])
track2.Priority = Enum.AnimationPriority.Action4

I will try changing them in animator itself

I tried changing the priority inside animation editor, but it didn’t do anything

oh wait track1 has a lower priority than track2. You might want to set them to the same priority, so Roblox doesn’t try to blend them together. I think that should work.

I did this just to make sure the two animations dont break as one is on equip and the second one is on activate, but i’ll try it.

In your custom animation, do you have any keypoints set on the legs? In other words, are the legs actually animated? If you’re unsure, open up the animation editor & your custom animation and look if there is anything in the left and right leg keypoint rows.

I tried it and the animation is still wierdly merged with the idle animation and when also makes the pushup less intense

That could be the reason. Let me try that

Thanks a lot. I didn’t realize as i didn’t actually move the legs on the animation so no keyframes were there.