Walk/Run animation suddendly loses weight for no apparent reason

currently i have an issue where my custom roblox animation scripts just doenst feel like working properly and when i walk, it loses weight because god knows why

and this my custom anim script

-- humanoidAnimatePlayEmote.lua

if script.Parent.Parent:IsA("StarterCharacterScripts") then return end

local Figure = script:FindFirstAncestorOfClass("Model")
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 EMOTE_TRANSITION_TIME = 0.1

local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue

local function getRigScale()
	if userAnimateScaleRun then
		return Figure:GetScale()
	else
		return 1
	end
end

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=180435571", weight = 9 },
		{ id = "http://www.roblox.com/asset/?id=180435792", weight = 1 }
	},
	
	walk = { 	
		{ id = "rbxassetid://113900568583542", weight = 10 } 
	}, 
	
	run = {
		{ id = "rbxassetid://15493298510", weight = 10 }
	},
	
	jump = {
		{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 } 
	},
	
	fall = {
		{ id = "http://www.roblox.com/asset/?id=180436148", weight = 10 } 
	}, 
	
	climb = {
		{ id = "http://www.roblox.com/asset/?id=180436334", weight = 10 } 
	}, 
	
	sit = {
		{ id = "http://www.roblox.com/asset/?id=178130996", weight = 10 } 
	},
	
	toolnone = {
		{ id = "", weight = 10 }
	},
	
	wave = {
		{ id = "http://www.roblox.com/asset/?id=128777973", weight = 10 } 
	},
	
	point = {
		{ id = "http://www.roblox.com/asset/?id=128853357", weight = 10 } 
	},
	
	dance1 = {
		{ id = "http://www.roblox.com/asset/?id=182435998", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=182491037", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=182491065", weight = 10 } 
	},
	
	dance2 = {
		{ id = "http://www.roblox.com/asset/?id=182436842", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=182491248", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=182491277", weight = 10 } 
	},
	
	dance3 = {
		{ id = "http://www.roblox.com/asset/?id=182436935", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=182491368", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=182491423", weight = 10 } 
	},
	
	dance4 = {
		{ id = "rbxassetid://96703180076377", weight = 10 }
	},
	
	dance5 = {
		{ id = "rbxassetid://139343008413948", weight = 10 }
	},
	
	dance6 = {
		{ id = "rbxassetid://87952021393699", weight = 10 }
	},
	
	dance7 = {
		{ id = "rbxassetid://121543057607194", weight = 10 }
	},
	
	laugh = {
		{ id = "http://www.roblox.com/asset/?id=129423131", weight = 10 } 
	},
	
	cheer = {
		{ id = "http://www.roblox.com/asset/?id=129423030", weight = 10 } 
	}
}

local dances = {"dance1", "dance3", "dance4", "dance5", "dance6", "dance7"}

-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance3 = true, dance4 = true, dance5 = true, dance6 = true, dance7 = true, cheer = false}

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	-- check for config values
	local config = script:FindFirstChild(name)
	if (config ~= nil) then
--		print("Loading anims " .. name)
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
	--			print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end	
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)

-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
	local animTracks = animator:GetPlayingAnimationTracks()
	for i,track in ipairs(animTracks) do
		track:Stop(0)
		track:Destroy()
	end
end


for name, fileList in pairs(animNames) do 
	configureAnimationSet(name, fileList)
end	

-- ANIMATION

-- declarations
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.3

local toolTransitionTime = 0.1
local fallTransitionTime = 0.3
local jumpMaxLimbVelocity = 0.75

-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end
	return oldAnim
end

function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		currentAnimTrack:AdjustSpeed(currentAnimSpeed)
	end
end

local footstepSfxCount = 1

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then

		local repeatAnim = currentAnim
		-- return to idle if finishing an emote
		if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
			repeatAnim = "idle"
		end
		
		local animSpeed = currentAnimSpeed
		playAnimation(repeatAnim, 0.0, Humanoid)
		setAnimationSpeed(animSpeed)
	elseif frameName == "step" then
		local root : BasePart = Humanoid.RootPart
		
		if root then
			local sound = root:FindFirstChild(string.format("footstep%d", footstepSfxCount))
			
			if sound and sound:IsA("Sound") then
				sound.TimePosition = 0
				sound:Play()
				
				--print(footstepSfxCount)
				
				footstepSfxCount += 1
				
				if footstepSfxCount > 4 then
					footstepSfxCount = 1
				end
			end
		else
			print("ssfsfsf")
		end
	end
end

-- Preload animations
function playAnimation(animName, transitionTime, humanoid) 
		
	local roll = math.random(1, animTable[animName].totalWeight) 
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
--		print(animName .. " " .. idx .. " [" .. origRoll .. "]")
	local anim = animTable[animName][idx].anim

	-- switch animation		
	if (anim ~= currentAnimInstance) then
		
		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		currentAnimSpeed = 1.0
	
		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core
		 
		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		
	end

end

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-------------------------------------------------------------------------------------------
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function onRunning(speed)
	--speed /= getRigScale()
	
	if speed > 0.01 and speed < 18 then
		playAnimation("walk", 0.1, Humanoid)
		if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
			setAnimationSpeed(speed / 14.5)
		end
		pose = "Walking"
	elseif speed >= 18 then
		playAnimation("run", 0.1, Humanoid)
		if currentAnimInstance and currentAnimInstance.AnimationId == "rbxassetid://15493298510" then
			setAnimationSpeed(speed / 20)
		end
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.1, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	speed /= getRigScale()
	
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / 12.0)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

function onSwimming(speed)
	if speed > 0 then
		pose = "Walking"
	else
		pose = "Standing"
	end
end

function getTool()	
	for _, kid in ipairs(Figure:GetChildren()) do
		if kid.className == "Tool" then return kid end
	end
	return nil
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder:SetDesiredAngle(3.14 /2)
	LeftShoulder:SetDesiredAngle(-3.14 /2)
	RightHip:SetDesiredAngle(3.14 /2)
	LeftHip:SetDesiredAngle(-3.14 /2)
end

local lastTick = 0

function move(time)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = time - lastTick
  	lastTick = time

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Walking") then
		playAnimation("walk", 0.1, Humanoid)
	elseif (pose == "Running") then
		playAnimation("run", 0.1, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
--		print("Wha " .. pose)
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	if (setAngles) then
		local desiredAngle = amplitude * math.sin(time * frequency)

		RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
		LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
		RightHip:SetDesiredAngle(-desiredAngle)
		LeftHip:SetDesiredAngle(-desiredAngle)
	end
end

-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

-- main program

-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

while Figure.Parent ~= nil do
	local _, time = wait(0.1)
	move(time)
end
1 Like

Did you set the AnimationPriority of the walk / run animation to Movement in the AnimationEditor?

1 Like

so TURNS out, i parented my animation local script in a actor whose parent is the CHARACTER
i know that if theres already an existing roblox core script, it will just use that one instead but it only searches in the CHARACTER’s CHILDREN and not its descendants
so both scripts just ended up playing 2 anims of the same id (atleast for walk) but with a different time position and it did that

FfF’f’0fa0f’a0’0f

1 Like

might have worked because the explanation of why it did that (that i figured out myself and basically no one else was able to) and the default anims are set to core and core is less than movement so movement wins

1 Like

You can overwrite the default Roblox animation script by placing your custom animate script into StarterCharacterScripts and renaming it to Animate. Otherwise, your solution should work just fine I believe.

i knew about that, but i forgot that i parented it to a actor parented to the character instead of the character

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