I was thinking of adding a cframe type script to the upper arm to adjust the position of it but I feel like it will effect the animation. Do any of yall have a fix?
By the looks of it youâre setting the animationId of animations already loaded in the character. A better idea would be to make a seperate animation instance thats not dependant on the characters default animations and play it over the defaults when the tool is equipped.
I really canât think of any other explanation other than the fact that animation priorities are conflicting. Thereâs nothing else to it. Itâs definitely not an event error and it certainly doesnât have to do with the code. The default hold animation is being played over top of the animations.
You can resolve this by:
Changing the animation priority
Nullifying the default hold animation via stopping it (several methods to do this; one of them involves GetPlayingAnimationTracks)
Iâm almost certain thereâs no other explanation for this behaviour.
@LocksOfDispair
You can tell that itâs the use of a Tool instance:
The animation that plays when the tool is equipped
The events being used in the code
The fact that thereâs a Tool existing in the backpack
Update, it was the toolnone animation. Not the best fix but⌠i pasted my idle animation in the toolnone and the animation is correct now. maybe this will help you.
you can set the animationId to ârbxassetid://0â which would stop the animation from playing at all. I usually do this because itâs the fastest way to get rid of that hideous animation.
letâs say you had custom idle animation for example a gun, it stops playing idle when you unequip it but when the animation transitions you still see a bit of toolnone animation which is annoying so thatâs why I set it to 0
If the toolnone animation is bothering you or getting in the way of your animations, despite setting everything up correctly, you can:
Nullify the animation by replacing it (setting ids to 0)
Stopping the animation when itâs played
Forking the animate script and removing it1
1 In terms of forking the Animate script, there is a two step process to get rid of tool animations completely. I will be using a version of the animate script from the CoreScripts repository (CloneTrooper1019âs, as Robloxâs is outdated) to show:
Those are the first two things I mentioned, which are non-forking methods. The third involves forking and ridding of the code responsible for playing tool animations at all.
So, using the current animate, I did this as a âshort termâ fix? I currently only have two animations âmultiple others ready for useâ one is in the tools Iâm using and the other is this idle. I can walk with animation and still play my attack animation.