Need Help With Animations

Since Roblox removed the animationBlendFix option, we suffer alot not gonna lie. and since that i have being really frustrated. Like really really frustrated.

So i have an animation of a viewmodel (which i built on my own)
and it looks quite good. Problem here is the game, it just looks really really bad and sometimes even have animation delay.

So here’s the animations
Expected:

Result:

I have all animations set on action + action 2 and beyond.
But the viewmodel idle animation is just the rig itself. (just to solve the problem of animating the idle animation)
And finally i don’t even know how to setup the animation :AdjustWeight()

So if you know how to fix any of these, thank you. I appreciate you alot!

4 Likes

Could you give us a script maybe, like how you play the animations

1 Like

I believe this is coming from playing two animations at the same time. Any code to provide how you handle these animations?

1 Like
Mouse.Button1Down:Connect(function()
	if not isFiring and canFire and not isReloading and not debounce and framework.module.Ammo > 0 then
		isFiring = true
		debounce = true
		
		local GUI = plr.PlayerGui:WaitForChild("WeaponGUI")
		
		framework.module.Ammo -= 1
		
		
		local anim = Instance.new("Animation", framework.viewmodel)
		anim.AnimationId = framework.module.FireAnim
		framework.viewmodel.Humanoid:LoadAnimation(anim):Play()
		anim:Destroy() \\-- Animation is here.
		
		local sound = Instance.new("Sound", char.PrimaryPart)
		sound.SoundId = framework.module.FireSound
		sound.PlayOnRemove = true
		sound:Destroy()
		
		for i, v in pairs(framework.viewmodel.Model.FirePart:GetChildren()) do
			if v:IsA("ParticleEmitter") then
				v:Emit(1)
			elseif v:IsA("SpotLight") then
				v.Enabled = true
			end
		end
		task.wait(framework.module.DebounceTime)
		debounce = false
		
		for i, v in pairs(framework.viewmodel.Model.FirePart:GetChildren()) do
			if v:IsA("ParticleEmitter") then
				v:Emit(0)
			elseif v:IsA("SpotLight") then
				v.Enabled = false
			end
		end
	end
end)

This is the firing part.

This is the reload part.

if input.KeyCode == Enum.KeyCode.R and not isReloading then
		isReloading = true
		local animation = Instance.new("Animation", framework.viewmodel)
		local humanoid = framework.viewmodel:WaitForChild("Humanoid")
		
		if framework.module.Ammo > 1 then
			animation.AnimationId = framework.module.PartialReload
			humanoid:LoadAnimation(animation):Play()
		elseif framework.module.Ammo < 1 then
			animation.AnimationId = framework.module.ReloadBolt[2] or framework.module.ReloadBolt[1]
			humanoid:LoadAnimation(animation):Play()
		end
		
		framework.module.Ammo = framework.module.AmmoSettings
		
		local sound = Instance.new("Sound", char.PrimaryPart)
		sound.SoundId = framework.module.ReloadSound
		sound.PlayOnRemove = true
		sound:Destroy()
		
		task.wait(framework.module.reloadTime)
		isReloading = false
		animation:Destroy()
	end

I intended that the animation will play with a tactical or normal reload animation but i left that part out because of technical issues and used the normal reload ones, I don’t think this is the issue either, because the reloading animation does not tamper with the idle animation because the idle was infact, modelled into the rig. Same goes for the fire animation.

try this

workspace:SetAttribute("RbxLegacyAnimationBlending", true)

Either try @RuizuKun_Dev’s way, or try and do animation:Stop() and then animation:Destroy(). Sometimes destroying the AnimationObject or AnimationTrack doesn’t essentially stop the animation.

1 Like

yep, didnt work. Same issue whatsoever.

Either try @RuizuKun_Dev’s way, or try and do animation:Stop() and then animation:Destroy() . Sometimes destroying the AnimationObject or AnimationTrack doesn’t essentially stop the animation.

Well maybe there’s an animation:Destroy() in the script
But i haven’t tried animation:Stop(), let me check

@Ssandst0rm Didn’t work either. GODAMN IT.

Try making the idle frame (if its an animation) the priority idle and reloading’s priority action4

1 Like

Ah thanks it did help me! somewhat half. No worries, ill remake the reload animation soon!

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.