My animation is acting weird

I am making a script and I ran into an issue where my animation plays incorrectly. Here’s how it should look like and how it looks at the moment.


My animations are playing with priority action4.

local RunService:RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local PlayAnimationEvent = ReplicatedStorage:WaitForChild("Events"):WaitForChild("viewmodel-play_animation")
local StabEvent = ReplicatedStorage:WaitForChild("Events"):WaitForChild("knife-stab")

local KeybindModule = require(ReplicatedStorage:WaitForChild("Modules"):WaitForChild("Keybind"))

local Stab = KeybindModule.GetAction("stab","Stab")
Stab.KeyboardBinding.KeyCode = Enum.KeyCode.MouseLeftButton
Stab.GamepadBinding.KeyCode = Enum.KeyCode.ButtonR2

KeybindModule.EnableContext("stab")

local player_camera:Camera = workspace.CurrentCamera

local viewmodel = workspace:WaitForChild("Viewmodel")
local viewmodel_configuration = {
	lerpSpeed = 0.3
} 
local viewmodel_humanoid:Humanoid = viewmodel:WaitForChild("Humanoid")
local animator:Animator = viewmodel_humanoid:FindFirstChildWhichIsA("Animator") or viewmodel_humanoid:WaitForChild("Animator")

local function load_animation(id:string)
	local animation = Instance.new("Animation")
	animation.AnimationId = id
	return animator:LoadAnimation(animation)
end


local stab_first = load_animation("rbxassetid://99972158053891")
local stab_second = load_animation("rbxassetid://75447958713488")
local overview = load_animation("rbxassetid://128262592824673")
stab_first.Priority = Enum.AnimationPriority.Action4
stab_second.Priority = Enum.AnimationPriority.Action2
overview.Priority = Enum.AnimationPriority.Action2


PlayAnimationEvent.OnClientEvent:Connect(function(Animation)
	if Animation == "stab_first" then
		stab_first:Play()
	elseif Animation == "stab_second" then
		--stab_second:Play()
		stab_first:Play()
	elseif Animation == "overview" then
		overview:Play()
	end
end)

Stab.Pressed:Connect(function()
	print("pressed")
	StabEvent:FireServer()
end)

viewmodel.Parent = player_camera
RunService.RenderStepped:Connect(function(deltaTime)
	viewmodel:PivotTo(player_camera.CFrame)
end)

Idle animation of holding a knife should have a lower priority, they overlap each other which makes this weird effect

have you read the script

there is no idle animation

bump… sorry for bumping but no one seems to respond

okay so I was hallucinating or I just fixed it.

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