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.