Animation Replication issue

I change the idle animation and walk animation client-side when a weapon is equipped.

Other players see other players with a half-idle animation and walking in place, not sure what causes this and I can’t just load the animations on the server or on the client. The best way is to change the original animation id’s so no overwritting happens.

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		local weaponAnimationsFolder = client.animations[client.char:GetAttribute("Weapon")]
		
		local equipped = client.char:GetAttribute("Equipped")
		if not equipped then
			client.gen.SA(client.char, "Idle")
		end
		
		local animate = client.char:FindFirstChild("Animate")
		if animate then
			animate.walk.WalkAnim.AnimationId = if not equipped then weaponAnimationsFolder.Walk.AnimationId else "rbxassetid://9648861287"
			
			local updatedId = if not equipped then weaponAnimationsFolder.Idle.AnimationId else "rbxassetid://9648615129"
			animate.idle.Animation1.AnimationId = updatedId
			animate.idle.Animation2.AnimationId = updatedId
		end
		
		client.char.Humanoid:ChangeState(Enum.HumanoidStateType.Landed, true)
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I just had to change the animate animations on the server and then right after update the animate script by changing my humanoid state type (the method in which they update the animate script).

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is workspace.AnimationWeightedBlendFix disabled? if not, disable it so that way you dont have to do all this

I just did it the client-side way and disabled the option but it ruined other animations that were set to action and made them choppy so the other way is probably the best.

If you haven’t, you should file a bug report for this, because I am running into this and I dont have a way to fix the replication issues.