Mesh rig animation isnt playing correctly

Hello and the problem is when i animate this mesh rig (connected to r6 rig)
and use it in my game it pauses a little bit for random times.
animation original:


in game:

this is the script:

 local Folder = game.ReplicatedStorage.Kagune.KenKaneki.S1
local event = Folder.Summon
local TweenService = game:GetService("TweenService")
local PartStorage = Folder.KaguneParts

event.OnServerEvent:Connect(function(player, Summon)
	local character = player.Character
	local hum = character.Humanoid
	local torso = character.Torso

	print("ServerScript:Summon")
	print("Summon Value: ", Summon) -- Debugging: Print the value of Summon
	
local function removeAllDescendantsNamedB(parent)
			for _, child in pairs(parent:GetDescendants()) do
				if child.Name == "B" then
					child:Destroy()
				end
			end
end

	if Summon then
		local gui = game.ReplicatedStorage.GuiSystem.MOVESETGUI:Clone()
		gui.Parent = player.PlayerGui
		
		local kagunemodel = game.ReplicatedStorage.Kagune.KenKaneki.S1.KaguneParts.KenS1Model:Clone()
		
		kagunemodel.Parent = character

		
		kagunemodel["Tent Seg0W"].Part0 = torso
		kagunemodel["Tent Seg1W"].Part0 = torso
		kagunemodel["Tent Seg2W"].Part0 = torso

		local SpawnSound = script.Spawn:Clone()
		SpawnSound.Parent = character
		SpawnSound:Play()
		game.Debris:AddItem(SpawnSound,1.5)

		-- Summon Animation
	local animator = character.Humanoid:FindFirstChildOfClass("Animator")
		local initialAnim = script.Summon
		local initialTrack = animator:LoadAnimation(initialAnim)
		initialTrack.Priority = Enum.AnimationPriority.Action4
		initialTrack.Looped = false

	
		
		character:SetAttribute("Attacking",true)
		
		-- when animation stops
		initialTrack.Stopped:Connect(function()
			
			character:SetAttribute("Attacking",false)
	
		end)

		local initialAnim1 = script.Idle
		local initialTrack1 = animator:LoadAnimation(initialAnim1)
		initialTrack1.Priority = Enum.AnimationPriority.Idle
		initialTrack1.Looped = true
		initialTrack1:Play()

		-- Function to remove all descendants named "B"
		

		-- Main part of your script
	elseif not Summon then
		print("Unsummon")
		
		local gui = player.PlayerGui:FindFirstChild("MOVESETGUI")
		if gui then
			gui:Destroy()
		end
		
	local kagunemodel = character:FindFirstChild("KenS1Model")
		local kagunehum = kagunemodel.Humanoid
		
		character:SetAttribute("Attacking",true)
		
		local animator = kagunehum:FindFirstChildOfClass("Animator") or Instance.new("Animator", kagunehum)
		local initialAnim = script.UnSummon
		local initialTrack = animator:LoadAnimation(initialAnim)
		initialTrack.Priority = Enum.AnimationPriority.Action4
		initialTrack.Looped = false
		local goal = {}
		goal.Transparency = 1
	

		local tweenInfo = TweenInfo.new(0.5,Enum.EasingStyle.Sine, Enum.EasingDirection.Out)

		local tween = TweenService:Create(kagunemodel.kagunever2norig, tweenInfo, goal)

        initialTrack:Play()
		wait(0.5)
		tween:Play()
		wait(0.8)
		kagunemodel:Destroy()
		
	
		
		character:SetAttribute("Attacking",false)
	end
	end)

i would really be thankful if someone replied to me!

i think im stupid. the problem was that all of the bones has the same name.

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