@ -411,8 +411,8 @@ void CharacterController::refreshMovementAnims(const WeaponInfo* weap, Character
if(force || movement != mMovementState)
{
mMovementState = movement;
if (movement != CharState_None)
// Turning animations should not interrupt idle ones
if (movement != CharState_None && !isTurning())
mIdleState = CharState_None;
std::string movementAnimName;