for _, track in animator:GetPlayingAnimationTracks() do
track:Stop()
end
and then stop the tracks on the client after, the server will fire animator.AnimationPlayed for the tracks.
This seems to cause an issue in my game where the character will be stuck in a run animation after all tracks are stopped (though I couldn’t recreate that in the repro).
Reproduction
You can see the output in this video:
Place the video was taken in: repro.rbxl (133.1 KB)
Hey there Nezuo - I’ve spoken to a few of my team members, and the consensus is that it’s generally a bad idea to try controlling an animation from multiple sources at once. Is there an effect you’re trying to get specifically where you absolutely need to do this?