I have a system that takes all the animations i want, and creates animation tracks. For some reason, these animations aren’t always able to stop, and they cause blending which i don’t want. They also still blend even with higher priorities and its like the weight doesn’t even matter. idk what’s going on with these animations. I tried to print the animations currently playing with animator:GetPlayingAnimationTracks(), and it always showed 2.
if pose ~= previousPose then
for _, v in pairs(animations) do
while v.AnimationTrack.IsPlaying do --this is just a part of my "trying random stuff until something works"
v.AnimationTrack:Stop() --this doesn't do anything sometimes. (for example, walking still happens while you're jumping)
end
end
previousPose = pose
if pose == "Crash" then
local otherPoses = {}
for _, v in pairs(hurtPoses) do
table.insert(otherPoses, v)
end
if previousHurtPose ~= nil then
table.remove(otherPoses, table.find(otherPoses, previousHurtPose))
end
local chosenPose = otherPoses[math.random(1, #otherPoses)]
chosenPose.AnimationTrack:Play(0)
previousHurtPose = chosenPose
else
animations[pose].AnimationTrack:Play(0)
end
end
Usually there’s two animations playing at once, and i try to stop every currently playing animation before switching to a different one (pose). There should only be one animation playing at a time.
I’ve tried to stop every single animation before, and that didn’t work.