Need help fixing snapping movement animations for custom animator

I’m currently working on a custom animator for characters. When the player taps a movement key over and over the move animation snaps (id like it to be more smooth, maybe continue?), like so:

	RunService:BindToRenderStep("character_animations", 999, function(deltaTime: number)
		local currentState: Enum.HumanoidStateType = self.Humanoid:GetState()
		
		if currentState == Enum.HumanoidStateType.Running then
			if self.States.Moving then
				if range(self._stored.speed, 8 * 2.1, 1) then
					self:_Play("walk", "Run", true, 0.35)
				elseif range(self._stored.speed, 8, 1) then
					self:_Play("walk", "Move", true, 0.35, 0.65)
				end
			else
				self:_Play(self.States.Position, "Idle", true, 0.4)
			end
		end
	end)
function animator:_Play(pose: string, animationName: string, override: boolean, fadeSpeed: number?, modSpeed: number?)
	if override then
		for animName: string, state: boolean in pairs(self.PlayingAnimations) do
			if state and pose .. animationName ~= animName then
				self.LoadedAnimations[animName]:Stop(fadeSpeed)
			end
		end
	end
	
	local name: string = pose .. animationName
	
	if self.PlayingAnimations[name] then
		return
	end
	self.PlayingAnimations[name] = true
	
	local anim: AnimationTrack = self.LoadedAnimations[name]
	
	anim:Play(fadeSpeed)
	anim:AdjustSpeed(Utility.GetSpeedMult(self.Character.Move.Speed.Multipliers) + (modSpeed or 0))
	
	anim.Stopped:Once(function()
		self.PlayingAnimations[name] = false
	end)
	
	return anim
end

If anyone has a possible solution to this, please share your thoughts, thanks a bunch.

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