I'm extremely inexperienced with animations. I'm trying to use an animation to make my character hold a pistol correctly.
Whenever I equip the pistol, the animation starts playing. Whenever I unequip the pistol, the animation stops playing.
It works just fine on the client, but when I view my character from another client or from the server, it doesn't seem to play properly:
https://gyazo.com/6ebb2e5068509f7cb9e05ee2c390ad02
The animation I'm using is 5 seconds long, all of the keyframes are the exact same, looping was disabled in the animation editor, and the priority of the animation was set to action. The AnimationTrack instance is created by the client whose character contains the pistol. I have looping disabled because if it's enabled, the animation plays endlessly, even if you unequip the pistol and call :Stop() on the AnimationTrack.
Does this kind of behavior viewed from another client or on the server result from the client/server not recognizing the priority of the animation or something?
Why is this happening? How can I prevent this from occurring?

3 comments
My issue is that the animation appears buggy from the perspective of other clients and the server. I don't think lowering the animation's priority from action to movement is going to do anything.
oh wait you set it already to action? oh
Maybe try to remake the animation on another dummy...