[UNSOLVED] Animations Behaving Weirdly

Hello,
I have this gun system for a roleplay game and everything works fine except the animations. For some reason, they look fine on the client, but when looking at them from other players screen, it looks weird. Here is a link to the video:

Here is a snippet of the animation script, in a local script inside the tool:

local Player    = game:GetService('Players').LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid  = Character:WaitForChild('Humanoid')
local Mouse     = Player:GetMouse()
local Animations = Tool:WaitForChild('Animations')

local Idle       = Humanoid:LoadAnimation(Animations.Idle)

function LoadAnimations(Typ)
	if (Typ == 'Load') then
		if CurrentIdle == 1 then
			Idle:Play()
		elseif CurrentIdle == 2 then
			Idle2:Play()
		elseif CurrentIdle == 3 then
			Idle3:Play()
		end
	elseif (Typ == 'Unload') then
		Idle:Stop()
		Idle2:Stop()
		Idle3:Stop()
		
		Fire:Stop()
		Fire2:stop()
		Fire3:Stop()
		
		Ease:Stop()
	end
end

Tool.Equipped:Connect(function()
	Equipped = true
	LoadAnimations('Load')
end)

Here is where all the animations are located:
Screenshot 2022-03-28 114152

Any help would be greatly appreciated!

1 Like

Tried looking into some of the stuff, didn’t work. I am really confused by this.

it looks like something to do with AnimationPriority, before publishing your anim set the priority to something like Action

That’s the problem though, it’s already set to action and all. It’s extremely weird why it would only work on the client and not the server?

maybe its something with this function. do you really need the function? i would just do something like

local CurrentIdle = 1
tool.Equipped:Connect(function()
		if CurrentIdle == 1 then
--maybe CurrentIdle += 1 idk where you got CurrentIdle from your snippet
			Idle:Play()
		elseif CurrentIdle == 2 then
			Idle2:Play()
		elseif CurrentIdle == 3 then
			Idle3:Play()
		end

tool.UnEquipped:Connect(function()
		Idle:Stop()
		Idle2:Stop()
		Idle3:Stop()
		
		Fire:Stop()
		Fire2:stop()
		Fire3:Stop()
		
		Ease:Stop()
     end)
end)

or maybe try setting these properties in Workspace
image

All fixed! All I had to do was set AnimationWeightedBlendFix to disabled and it worked.

UnEquipped should be Unequipped in the snippet of code.

https://developer.roblox.com/en-us/api-reference/event/Tool/Unequipped

yeah i realized, it was just an example anyway and wasnt part of the solution