Idle plays over walking animation

I keep encountering an issue with animation priority where my idle animation always overlaps with my walking animation:

My animation priorities are correct. The walking has Movement, and the idle has Idle:
evidence1
evidence2

The actual walking animation:

I’ve tried swapping around the animation priorities, but the walking animation plays strangely.
How can I fix this?

Edit: I’m back again because I’m trying to find an easier way to do this.

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I believe if the Idle animation controls parts that the walking animation does not control, then that could be why you’re still seeing your idle animation.

Try adding the same parts from your idle animation into your walking animation, even if they don’t have any animations, just add in a keyframe

I still see the same result. I’m unsure if this is a Studio issue, or if I did something wrong.

You can either remove the keyframes for the legs or change the AnimationPriority down. You can find out what works for you but it should be one of these that might fix the problem or come close.

It seems to work great, but I want to have a pose for the idle. It merges into this thing…
This is the closest I’ve gotten:


I’ve already tried changing the priority before.

I think you can change the animation’s priority from within the script. However, I’m not sure how to change the priority while playing the animation. Maybe this isn’t the best solution, but you can always have a separate animation. I also don’t think the idle animation should play while the character is running.

I did hear of a way to get keyframes from an AnimationTrack, maybe you can delete or stop them while running?

I still don’t seem to understand a way to fix this.

Me neither. But this seems to be the climax of what I said:

Did you consider adding a walking animation that does something slightly different?

Right now I put the same animation for running and walking. I’ll add something else for running later.
When i edit the movement animations, Idle still plays over them. I feel like this might be an engine bug.

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