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What do you want to achieve?
A running animation that doesn’t look goofy. -
What is the issue?
When activating the run animation, it merges with the walking animation, making it look goofy. -
What solutions have you tried so far?
I tried googling how to change the weight, because I figured that was the issue, but found nothing.
Try checking your animation priorities. I use movement for walk and run animations because it can be overridden easily. And make sure your running script is correctly stopping and starting the walk animation. Also, Weight shouldn’t matter, but try changing your run animation to a higher weight than your walk animation.
I have two issues:
I don’t know how to stop and start the walking animation and I couldn’t figure out how to change the weight. If the weight doesn’t really matter, then I just need to know how to start and stop the walking animation.
How did the running animation even start?
To start or stop an AnimationTrack, You need to do exampleanimation:Stop()
or exampleanimation:Play()
I presume you know this, but you get an AnimationTrack by doing Humanoid:LoadAnimation(ExampleAnimation)
Yes. But didn’t they deprecate Humanoid:LoadAnimation()?
I use Animator:LoadAnimation().
Humanoid:LoadAnimation()
still works for me, and I use it frequently.
Interesting. I may try that and see if it makes a difference.
I don’t see why it should differ, A characters Humanoid is considered an animator.
(Animator | Roblox Creator Documentation)
Are you using a custom Rig, or a default player model?
I’m using a R15 rig from the basic rig builder plugin.