Animation delay of a npc

i have a animation script, witch is this:

local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0

local runAnimTrack = nil
local runAnimKeyframeHandler = nil

local animTable = {}
local animNames = { 
	idle = 	{	
				{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
				{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
				{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
			},
	walk = 	{ 	
				{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 } 
			}, 
	run = 	{
				{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 } 
			}, 
	swim = 	{
				{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 } 
			}, 
	swimidle = 	{
				{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 } 
			}, 
	jump = 	{
				{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 } 
			}, 
	fall = 	{
				{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 } 
			}, 
	climb = {
				{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 } 
			}, 
	sit = 	{
				{ id = "http://www.roblox.com/asset/?id=507768133", weight = 10 } 
			},	
	toolnone = {
				{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 } 
			},
	toolslash = {
				{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 } 
			},
	toollunge = {
				{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 } 
			},
	wave = {
				{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 } 
			},
	point = {
				{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 } 
			},
	dance = {
				{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 } 
			},
	dance2 = {
				{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 } 
			},
	dance3 = {
				{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 }, 
				{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 } 
			},
	laugh = {
				{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 } 
			},
	cheer = {
				{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 } 
			},
}

-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

math.randomseed(tick())

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true
	local AllowDisableCustomAnimsUserFlag = false

	local success, msg = pcall(function()
		AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
	end)

	if (AllowDisableCustomAnimsUserFlag) then
		local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
		if not success then
			allowCustomAnimations = true
		end
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end	
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)


for name, fileList in pairs(animNames) do 
	configureAnimationSet(name, fileList)
end	

-- ANIMATION

-- declarations
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2

-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end
	
	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end
	
	return oldAnim
end

function getHeightScale()
	if Humanoid then
		local bodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale")
		if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then
			return bodyHeightScale.Value
		end
	end
	
	return 1
end

local smallButNotZero = 0.0001
function setRunSpeed(speed)
	if speed < 0.33 then
		currentAnimTrack:AdjustWeight(1.0)		
		runAnimTrack:AdjustWeight(smallButNotZero)
	elseif speed < 0.66 then
		local weight = ((speed - 0.33) / 0.33)
		currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
		runAnimTrack:AdjustWeight(weight + smallButNotZero)
	else
		currentAnimTrack:AdjustWeight(smallButNotZero)
		runAnimTrack:AdjustWeight(1.0)
	end
	
	local speedScaled = speed * 1.25

	local heightScale = getHeightScale()	
	
	runAnimTrack:AdjustSpeed(speedScaled / heightScale)
	currentAnimTrack:AdjustSpeed(speedScaled / heightScale)
end


function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		if currentAnim == "walk" then
			setRunSpeed(speed)
		else
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		if currentAnim == "walk" then
			runAnimTrack.TimePosition = 0.0
			currentAnimTrack.TimePosition = 0.0
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end
			
			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight) 
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

function playAnimation(animName, transitionTime, humanoid) 	
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	-- switch animation		
	if (anim ~= currentAnimInstance) then
		
		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		if (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
		end

		currentAnimSpeed = 1.0
	
		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core
		 
		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		
		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)		
			
			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)	
		end
	end

end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid, priority)	 		
		local idx = rollAnimation(animName)
		local anim = animTable[animName][idx].anim

		if (toolAnimInstance ~= anim) then
			
			if (toolAnimTrack ~= nil) then
				toolAnimTrack:Stop()
				toolAnimTrack:Destroy()
				transitionTime = 0
			end
					
			-- load it to the humanoid; get AnimationTrack
			toolAnimTrack = humanoid:LoadAnimation(anim)
			if priority then
				toolAnimTrack.Priority = priority
			end
			 
			-- play the animation
			toolAnimTrack:Play(transitionTime)
			toolAnimName = animName
			toolAnimInstance = anim

			currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
		end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning(speed)
	if speed > 0.5 then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
  	local deltaTime = currentTime - lastTick
  	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

  	if (jumpAnimTime > 0) then
  		jumpAnimTime = jumpAnimTime - deltaTime
  	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	local requireHandleCheck = not UserSettings():IsUserFeatureEnabled("UserToolR15Fix")
	if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()		
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end

-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
	local emote = ""
	if (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end
	
	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, Humanoid)
	end
end)



-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end

its a script not a local one(and its in my npc)

this is my npc control script:

local UIS = game:GetService("UserInputService")
local Character = script.Parent
local Npc = game.Workspace.Npc
local camera = workspace.CurrentCamera
local Player = game.Players.LocalPlayer
local Lol = game.Workspace.Lol

UIS.InputBegan:Connect(function(Key, Chatted)
	if Chatted then
		return
	end
	if Key.KeyCode == Enum.KeyCode.E then
		camera.CameraSubject = Npc
		Player.Character = Npc
	end
	if Key.KeyCode == Enum.KeyCode.Q then
		camera.CameraSubject = Lol.Humanoid
		Player.Character = Lol

	end
	

end)

there is a delay of walking animation every time I control the npc and it starts moving

That is the problem, there’s a small delay between the client (player) and the server.
It might be small, but is definitely noticable.

You should make it a local one in one of these places:

You can put the local animation script in StarterPlayerScripts for example, and change the character variable to the NPC’s path.

1 Like

i don’t understand… i only want the NPC to have to animation not the player too…i might be unsterdaning it wrong…can you give me an example?

Think about it like that:
Local scripts run at the Player’s (your) PC while server scripts run at Roblox’s server.

It takes time for a Server Script to replicate to the Player, which is why you might notice a delay.
Delays can also occur if the server is overloaded.

So when you do animations from local scripts, you basically run it from Your PC, which is why there’s no delay.

It doesn’t depend on the script type, it depends on the code that’s in the script.
You can make your script a local script, and just change the character it affects.

In your script you chose that the parent of the script will be animated:

local Character = script.Parent

But it can actually be any character you choose:

local Character = workspace.CharacterModel --Imagine this is another character.

TL;DR:
Make that script a local script, and change the Character’s variable (definition) to the correct character model.

like this?

Put the LocalScript in StarterPlayerScripts.

Where is that “Lol” model located?

workspace
and i changed the script to this

local Character = game.Workspace.Lol
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0

local runAnimTrack = nil
local runAnimKeyframeHandler = nil

local animTable = {}
local animNames = { 
	idle = 	{	
		{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
		{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
		{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
	},
	walk = 	{ 	
		{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 } 
	}, 
	run = 	{
		{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 } 
	}, 
	swim = 	{
		{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 } 
	}, 
	swimidle = 	{
		{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 } 
	}, 
	jump = 	{
		{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 } 
	}, 
	fall = 	{
		{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 } 
	}, 
	climb = {
		{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 } 
	}, 
	sit = 	{
		{ id = "http://www.roblox.com/asset/?id=507768133", weight = 10 } 
	},	
	toolnone = {
		{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 } 
	},
	toolslash = {
		{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 } 
	},
	toollunge = {
		{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 } 
	},
	wave = {
		{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 } 
	},
	point = {
		{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 } 
	},
	dance = {
		{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 } 
	},
	dance2 = {
		{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 } 
	},
	dance3 = {
		{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 } 
	},
	laugh = {
		{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 } 
	},
	cheer = {
		{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 } 
	},
}

-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

math.randomseed(tick())

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true
	local AllowDisableCustomAnimsUserFlag = false

	local success, msg = pcall(function()
		AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2")
	end)

	if (AllowDisableCustomAnimsUserFlag) then
		local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
		if not success then
			allowCustomAnimations = true
		end
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
			--			print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end	
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)


for name, fileList in pairs(animNames) do 
	configureAnimationSet(name, fileList)
end	

-- ANIMATION

-- declarations
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2

-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end

	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end

	return oldAnim
end

function getHeightScale()
	if Humanoid then
		local bodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale")
		if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then
			return bodyHeightScale.Value
		end
	end

	return 1
end

local smallButNotZero = 0.0001
function setRunSpeed(speed)
	if speed < 0.33 then
		currentAnimTrack:AdjustWeight(1.0)		
		runAnimTrack:AdjustWeight(smallButNotZero)
	elseif speed < 0.66 then
		local weight = ((speed - 0.33) / 0.33)
		currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
		runAnimTrack:AdjustWeight(weight + smallButNotZero)
	else
		currentAnimTrack:AdjustWeight(smallButNotZero)
		runAnimTrack:AdjustWeight(1.0)
	end

	local speedScaled = speed * 1.25

	local heightScale = getHeightScale()	

	runAnimTrack:AdjustSpeed(speedScaled / heightScale)
	currentAnimTrack:AdjustSpeed(speedScaled / heightScale)
end


function setAnimationSpeed(speed)
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		if currentAnim == "walk" then
			setRunSpeed(speed)
		else
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		if currentAnim == "walk" then
			runAnimTrack.TimePosition = 0.0
			currentAnimTrack.TimePosition = 0.0
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight) 
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

function playAnimation(animName, transitionTime, humanoid) 	
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	-- switch animation		
	if (anim ~= currentAnimInstance) then

		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		if (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
		end

		currentAnimSpeed = 1.0

		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core

		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)

		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)		

			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)	
		end
	end

end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid, priority)	 		
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	if (toolAnimInstance ~= anim) then

		if (toolAnimTrack ~= nil) then
			toolAnimTrack:Stop()
			toolAnimTrack:Destroy()
			transitionTime = 0
		end

		-- load it to the humanoid; get AnimationTrack
		toolAnimTrack = humanoid:LoadAnimation(anim)
		if priority then
			toolAnimTrack.Priority = priority
		end

		-- play the animation
		toolAnimTrack:Play(transitionTime)
		toolAnimName = animName
		toolAnimInstance = anim

		currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
	end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning(speed)
	if speed > 0.5 then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
	local deltaTime = currentTime - lastTick
	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

	if (jumpAnimTime > 0) then
		jumpAnimTime = jumpAnimTime - deltaTime
	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	local requireHandleCheck = not UserSettings():IsUserFeatureEnabled("UserToolR15Fix")
	if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()		
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end

-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
	local emote = ""
	if (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end

	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, 0.1, Humanoid)
	end
end)



-- initialize to idle
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"

-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end

That looks alright;
Is this a local script and located in StarterPlayerScripts?

If it is, run the game and see if it works.

uhhhh i can’t jump… it plays the animation but don’t go up

Can you walk or move except jumping?

Can send the output and a video of the result?

can’t send a video but im stuck everytime i jump

Are any of the character parts anchored? Maybe the HumanoidRootPart?

no part is ancored.i don’t know what could be the problem

1 Like

there is far simpler way to make animation script

local humanoid = script.Parent.Humanoid

--Animations (add some if you need)
local walk = humanoid:LoadAnimation(script.Parent.walk)
local running = false
humanoid.Running:connect(function(speed)
	if speed >= 1 then
		if running == false then
			walk:Play()
		end
		running = true
	elseif running then
		if running == true then
			walk:Stop()
		end
		running = false
	end
end)

dosn’t work, no errors, there is no animations

then your NPC humanoid does not have root part, i dont know what else can cause it