R6 Animation Bug

The Animation priorities are movement

I have this script for running:

local UIS = game:GetService('UserInputService')
local Player = game.Players.LocalPlayer
local Character = Player.Character

UIS.InputBegan:connect(function(input)--When a player has pressed LeftShift it will play the animation and it will set the normal walking speed (16) to 35.
	if input.KeyCode == Enum.KeyCode.LeftShift then
		Character.Humanoid.WalkSpeed = 32
		local Anim = Instance.new('Animation')
		Anim.AnimationId = 'rbxassetid://11872298900'
		PlayAnim = Character.Humanoid:LoadAnimation(Anim)
		PlayAnim:Play()
	end
end)

UIS.InputEnded:connect(function(input)
	if input.KeyCode == Enum.KeyCode.LeftShift then
		Character.Humanoid.WalkSpeed = 17
		PlayAnim:Stop()
	end
end)

1 Like

Whatā€™s the problem? The running animation is different orā€¦?

Yea the animation doesnā€™t tilt as much

Can I see a video of the animation?

The original animation is at the and of the video already attached
00:46

Whatā€™s your animation priority on the new run animation?

Both walk and Run animation are on movement priority

Set to action and see what happens

The same, Still very much tilted

Ok well thereā€™s an obvious animation collision happening. Do you want the new animation to be your default one?

Yes i want my new animation to be my default one. Also the collision could be caused by the ACS system
(Advanced Combat System). The problem is that i doesnā€™t know how to remove the ACSā€™s one, is there another way?

	game.Players.PlayerAdded:Connect(function(player)
		player.CharacterAdded:Connect(function(character)
			character.Animate.walk.WalkAnim.AnimationId = "rbxassetid://YOURANIMATIONID"
			character.Animate.run.RunAnim.AnimationId = "rbxassetid://YOURANIMATIONID"
		end)
	end)

try putting this in starterscriptservice

Still the exact same thing happensā€¦

I resolved this bug turning the animation tilted in the opposite way that there is in the game.
I donā€™t know why this happens but i managed to resolve it somehow :confused:

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