Walk Animation doesn't work when walking, it walks with idle animation

  1. What do you want to achieve?
    I want the rig to run the walk animation when it walks, and do the idle animation when it stands.

  2. What is the issue?
    I’ve used a different rig and I’ve done the exact same steps and it works perfectly there, but not at this custom rig that I made. I checked the joints and I think it’s good, the names are good as well. But I can’t figure it out why the rig doesn’t run the ‘walk animation’ when it walks. When it moves it just stays on the ‘idle animation’.

What it does:
https://gyazo.com/99cc625ac2ae7d417f8b48b8b02d1f34

What it HAS to do: (From diffrent rig, but you see the idle anim in the beginning and it does the walk/float anim when it moves.)
https://gyazo.com/90d2b6d3da6bc40364daff8278f8284e

  1. What solutions have you tried so far?
    I’ve tried replacing joints, made a second version of the rig (didn’t work), checked the animations if they weren’t wielded or anchored and I checked the (string)values.

Rig:

The script I use for the animations: (It’s a whole script of 500 lines, took it from the developer hub. But it’s about these 3 animation ID’s.)

local Figure = script.Parent
local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightHip = Torso:WaitForChild("Right Hip")
local LeftHip = Torso:WaitForChild("Left Hip")
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid")
local pose = "Standing"

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = { 
	idle = 	{	
		{ id = "http://www.roblox.com/asset/?id=9167981729", weight = 10 },
			},
	walk = 	{ 	
		{ id = "http://www.roblox.com/asset/?id=9167978250", weight = 10 } 
			}, 
	run = 	{
		{ id = "http://www.roblox.com/asset/?id=9168001145", weight = 10 } 
			}

Make both the run and walk animation IDs the same ID.

maybe try set the weight to different
for example : idle,weight = 5 ; walk,weight = 10 l run,weight = 15

I tried it but it didn’t work, I thought maybe it has to do something with the rig. I’m not sure.

Doesn’t work, values aren’t the problem here I think. But thanks for helping.

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