I have this issue with my animation system, in which I am forced to either allow the animations to play infinitely, or allow them to jolt and glitch.
Let me explain
I added line 44 in an attempt to stop the update rolled out by ROBLOX which broke all animations and as a result was said to be disregarded by the OP. See the link here http://devforum.roblox.com/t/animation-optimization-fixes/25450/2
However, with that line in firing, the animations jolt before playing in a very obnoxious way. See here https://gyazo.com/eb3898db20a74a07fe2de35bdaac2d7b
But if I remove this line, the animations seem to play non stop, disregarding the idle animation.
I'm stuck between a rock and a hard place and I could use a hand. Thanks in advance!
--Player Variables--
local Left = Instance.new("Animation")
Left.AnimationId = "rbxassetid://416628708"
local Right = Instance.new("Animation")
Right.AnimationId = "rbxassetid://416628708"
local Forward = Instance.new("Animation")
Forward.AnimationId = "rbxassetid://416928312"
local Backward = Instance.new("Animation")
Backward.AnimationId = "rbxassetid://416928338"
local Jump = Instance.new("Animation")
Jump.AnimationId = "rbxassetid://408621791"
local Idle = Instance.new("Animation")
Idle.AnimationId = "rbxassetid://416928266"
local already_ran = false
local grounded = false
local State = false
local RunningDebounce = false
local P = game:GetService('Players').LocalPlayer
repeat wait() until P.Character
local Inputs = {Left,Right,Forward,Backward,Jump,Idle}
local Event = game.ReplicatedStorage.Events:WaitForChild("AnimationEvent")
local Value
function onKeyPress(inputObject, gameProcessedEvent)
--if State == true then
if inputObject.KeyCode == Enum.KeyCode.A then
Value = Inputs[1]
elseif inputObject.KeyCode == Enum.KeyCode.D then
Value = Inputs[2]
elseif inputObject.KeyCode == Enum.KeyCode.W then
Value = Inputs[3]
elseif inputObject.KeyCode == Enum.KeyCode.S then
Value = Inputs[4]
elseif inputObject.KeyCode == Enum.KeyCode.Space then
Value = Inputs[5]
end
end
game:GetService("UserInputService").InputBegan:connect(onKeyPress)
P.Character.Humanoid.Running:connect(function(speed)
for _,v in pairs(P.Character.Humanoid:GetPlayingAnimationTracks()) do v:Stop(0) end
if speed < 1 then
local AnimTrack = P.Character.Humanoid:LoadAnimation(Idle)
AnimTrack:Stop()
wait(.01)
AnimTrack:Play()
print("Idle and Awaiting Input")
elseif speed > 0 and RunningDebounce == false then
RunningDebounce = true
local AnimTrack = P.Character.Humanoid:LoadAnimation(Value)
AnimTrack:Stop()
wait(.01)
AnimTrack:Play()
print("Moving")
RunningDebounce = false
end
end)
