So I have a tendril attached to the player and I'm trying to sync animations with the players movement, Problem IS.. Running State over rides idle even though I have the code listening for MoveDirection and ignoring other states.
local Players = game:GetService("Players") local RS = game:GetService("ReplicatedStorage") local Anims = RS:FindFirstChild("Animations") local Player = Players.LocalPlayer local Settings = { Kagunes = { KenRinSettings = { ["Idle"] = Anims:FindFirstChild("KenRinIdle"), ["Running"] = Anims:FindFirstChild("KenRinRunning"), ["KagVal"] = script.Parent:FindFirstChild("Kagune").Value, ["AnimC"] = script.Parent:FindFirstChild("AnimationController") } } } if (Player and Player.Character) then local Hum = Player.Character:FindFirstChild("Humanoid") Hum.StateChanged:Connect(function() if Hum.MoveDirection == Vector3.new(0,0,0) and Hum:GetState() ~= Enum.HumanoidStateType.Running and Hum:GetState() ~= Enum.HumanoidStateType.Jumping and Hum:GetState() ~= Enum.HumanoidStateType.Freefall and Settings.Kagunes.KenRinSettings.KagVal == "KenRin" then local Anim = Settings.Kagunes.KenRinSettings.AnimC:LoadAnimation(Settings.Kagunes.KenRinSettings.Idle) Anim:Play() elseif Hum:GetState() == Enum.HumanoidStateType.Running and Hum:GetState() ~= Enum.HumanoidStateType.Jumping and Hum:GetState() ~= Enum.HumanoidStateType.Freefall and Settings.Kagunes.KenRinSettings.KagVal == "KenRin" then local Anim = Settings.Kagunes.KenRinSettings.AnimC:LoadAnimation(Settings.Kagunes.KenRinSettings.Running) Anim:Play() end end) end