Why isn't a client side animation pausing at the correct moment?

I’m playing animations on a weapon through the client side; to make different poses I combine a bunch of them into a single animation track, and use :AdjustSpeed(0) at certain times to pause the animator to make it look like a pose. However when I try to do this, on the server side the adjustspeed isn’t stopping at the right moment. Here are two clips.

https://gyazo.com/47591f0f35ae68647661a5bd37495d36
https://gyazo.com/b3a8c385e8e3f42ad7c9a4fd303af4d8
Reminder that I’m loading this in on the client side, and I’m using :AdjustSpeed(0) on the client side. Can somebody help me out?

That’s just simply because of lag. The server doesn’t register that the player stopped their animation at the perfect time, so it tends to lag behind a couple frames in doing so. This is usually why people have separate animations that loop or do not so that the server doesn’t misrepresent what frame that the player might be on.

@cooldeath49, were you able to solve this? I have ran into the same issue

Yes. Unfortunately, the only way to counter this is to make an “Idle” animation, so when I want to pause the animation, instead of pausing I just have another animation that loops itself and plays at the exact same keyframe.

Example, if someone is waving and I want it to pause when the arm is at it’s highest, instead of running :AdjustSpeed(0) at that time, I use another animation that has the same keyframes as the arm so that it loops, and looks seamless.

Quite an awful process, but it’s the only alternative I can think of.

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