I have a 3rd person view player, it has its animations :
Walk - To walk
Idle - While nothing doing standing on ground
WontOpenDoors - For trying to open a door but it can´t… (a force movement animation)…
I have the locomotion system successfully installed and initialized on it…, so when i press forward or backward it walks correctly…
I have set the “Q” key to start the “WontOpenDoors” animation, so if player presses… the animation runs…and of course!, the animation runs correctly… but after that, if i try to walk again, the player only moves without animation the walkcycle… just move as an animated object…
What i´m doing bad ?.. is correct that i use the :
thePlayer.animation.Play("WontOpenDoors");
Thanks.
Try adding:
[FONT=monospace]
thePlayer[/FONT].[COLOR=#000000][FONT=Times New Roman][COLOR=#222222][FONT=Verdana]animation.PlayQueued("walk",QueueMode.CompleteOthers);[/FONT][/COLOR][/FONT][/COLOR]
and add this code in the last of Update function.
Thanks, i tried, but when the “WontOpenDoor” animation ends, the walkcycle start to loop even if i´m standing in ground…
i was looking the documentation, and it says that i must to add the “WontOpenDoor” animation to the leg controller… as a “Grounded” element, but… when I do that, seems to be that the Idle animation is replaced with WontOpenDoor… 
You can control all the animations via scripting. You can change the WrapMode to Once depends on what do you actually want to achieve.
once I wrapped the animation as once, the animation stoped looping but the locomotion system was not working anymore… but know what?.. i think i can disable the normal motor character component while i´m playing the animation,. so when it finishes i can re-enable the component … will try that… thanks !
Solved!!!, when i play the animation (animation that has nothing to do with locomotion), i must to disable the legAnimator (to avoid conflict with misc animations) and must to disable the normalCharacterMotor (to avoid the player moves)…
Thanks