Hello. I’m having a really weird and buggy issue with the following script.
if Character:FindFirstChild("Animate") then print("Found Animator") for _,AnimationUnit in pairs(Character:FindFirstChild("Animate"):GetChildren()) do print("Found Animation Child") if AnimationUnit.Name ~= nil then print("Wasen't nil.") if AnimationChanger[AnimationUnit.Name] then print("Found it in a table") local WithinAnimation = AnimationUnit:FindFirstChildWhichIsA("Animation") if WithinAnimation then print("Setting ID") WithinAnimation.AnimationId = "rbxassetid://"..AnimationChanger[AnimationUnit.Name] end end end end end
In-studio, this script works fine. Like, perfectly. No errors, the animations change, etc.
In-game, it’s a different story. Nothing happens. Like, the print() functions all run no problem, but the animation of the character gets stuck on the exact keyframe it was prior to being changed.
Does anyone know a solution?
For context, this is editing a player’s default animation system under their humanoid.