Currently, I’m experiencing an issue where if I transition from Running to Walking my Walk Animation breaks and creates this bunny hop effect with the animation.
EXAMPLE OF BUG:
It fixes if you let go of W and then walk again but repeats if you sprint again etc:
(Our current walk speed is 9 and we’ve noticed it only creates this bug if we’re under 12 walk speed, 12+ works fine but is too fast for how we want the walk speed)
When you are slower than a specified speed, ROBLOX switches to the walk animation instead of the run animation. That might have something to do with it.
When you say specified speed do you know which walk speed that is and if it’s possible to change it? If not does that mean it’s impossible to walk super slow - otherwise we at a loss rn lol
Unfortunately, I don’t remember, but you can modify ROBLOX’s “Animate” script inside the player character to try and find a solution. Sorry if I wasn’t much help.
Yeah, that’s what seems like the best bet right now, just gotta somehow figure it out. No worries, I really appreciate you trying to help, hopefully something crops up thank you
I think I’m a little late but I encountered the same issue recently.
I tried multiple solutions while trying to avoid having to rewrite anything related to the animate script.
Even though this solution might be less than optimal it works and it does not have any noticeable issues.
Place a local script inside the animate script with the following code.
local Character = script.Parent.Parent
local Humanoid = Character.Humanoid
local LastChange
Humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(function()
local OriginalWS = Humanoid.WalkSpeed
if OriginalWS ~= 0 and OriginalWS ~= LastChange then
Humanoid.WalkSpeed = 0
wait()
LastChange = OriginalWS
Humanoid.WalkSpeed = OriginalWS
end
end)
The only noticeable difference is that there is a small stutter only noticeable in the movement animation when you change the humanoid WalkSpeed.
Oh thank you for the reply lol. Unfortunately, this project got put on an indefinite hold but I’ll test that out and see if it actually works, I’m glad you found a solution though!