Animation goes to default pose until movement/breathing cycle restarts

Upon starting my animation, the user withdraws a sword, and holds it.
After this animation plays, all of the animations for the player’s “animate” script have been set.
However, instead of switching to the animation right afterwards, the player defaults to a standing pose.
Is there any way to fix this?

Script : (upon a remote event being fired

--set animations
char.Animate.idle.Animation1.AnimationId = "rbxassetid://5803073427"
char.Animate.idle.Animation2.AnimationId = "rbxassetid://5803073427"
char.Animate.walk.WalkAnim.AnimationId = "rbxassetid://5806785742"
cooldown.equip.Value = 1
--play equip animation
local animation ="Animation")
animation.AnimationId = "rbxassetid://5803067068"
local loaded = char.Humanoid:LoadAnimation(animation)
--Katana is welded to the arm
local katana = game.ServerStorage.katana2:Clone()
katana.Handle.WeldConstraint.Part0 = char["Right Arm"]
katana:SetPrimaryPartCFrame(char["Right Arm"].CFrame)
katana.Parent = char
cooldown.equip.Value = 0

That’s not how it works, you can’t change the animate script at runtime. They already get loaded into the humanoid before you change them. You need to load the animations by yourself.

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