Hello, I have 2 animations. A tool walk and a tool idle. The script works perfectly fine however the animations just keep glitching.
The idle animation works, but the stance of the character is really weird.
The walking animation is just completely glitched
Here’s a video:
Apologies if it’s laggy, I really don’t know why.
So you can see how glitched the animations looks and I believe this to be because of the animation priority. However, I’ve experimented with the priorities and they still look glitched. Here’s my script
---{Variables}
local rs = game:GetService("ReplicatedStorage")
--
local tool = script.Parent
local model = tool:FindFirstChild("Particles")
--
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local humanoid = char:FindFirstChild("Humanoid")
local walk = humanoid:LoadAnimation(script.Walk)
local idle = humanoid:LoadAnimation(script.Idle)
local equipped = false
---
tool.Equipped:Connect(function()
equipped = true
humanoid = tool.Parent:FindFirstChild("Humanoid")
idle.Priority = Enum.AnimationPriority.Action
walk.Priority = Enum.AnimationPriority.Action2
idle:Play()
local idling = false
local walking = false
coroutine.wrap(function()
while wait() do
if equipped == false then return end
if humanoid.MoveDirection.Magnitude ~= 0 then
idle:Stop()
idling = false
coroutine.wrap(function()
if walking == false then
walking = true
walk:Play()
end
end) ()
if humanoid.MoveDirection.Magnitude == 0 then
walking = false
walk:Stop()
idling = true
idle:Play()
end
else
walking = false
walk:Stop()
if idling == false then
idling = true
idle:Play()
end
end
end
end) ()
end)
tool.Unequipped:Connect(function()
equipped = false
idle:Stop()
walk:Stop()
end)
And yes, I’ve tried changing the idle animation’s priority to idle and it’s even more glitched than the action priority