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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. -
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
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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 }
}