Animations appear stiff on other clients but perfect on your own client

So, I changed the default animations in my game to some Rthro animations and some animations I made.

Here is the script that changes default animations, located in ServerScriptService:

local Players = game:GetService("Players")
local ListOfFidgetAnimations = {"rbxassetid://4982799649","rbxassetid://4982815142","rbxassetid://4987465993"}

local function onCharacterAdded(character)
	local humanoid = character:WaitForChild("Humanoid")
 
	for _, playingTracks in pairs(humanoid:GetPlayingAnimationTracks()) do
		playingTracks:Stop(0)
	end
 
	local animateScript = character:WaitForChild("Animate") 
	animateScript.idle.Animation1.AnimationId = "rbxassetid://2510196951" 
 	animateScript.idle.Animation2.AnimationId = "rbxassetid://2510196951"
 	animateScript.walk.WalkAnim.AnimationId = "rbxassetid://5151284512"
 	animateScript.run.RunAnim.AnimationId = "rbxassetid://5151284512" 
 	animateScript.jump.JumpAnim.AnimationId = "rbxassetid://2510197830"
	animateScript.fall.FallAnim.AnimationId = "rbxassetid://2510195892"     	 
    animateScript.climb.ClimbAnim.AnimationId = "rbxassetid://2510192778" 
	
	while wait(math.random(10,20))do
		local ChoosenAnimationIndex = math.random(1,#ListOfFidgetAnimations)
		local ChoosenAnimationId = ListOfFidgetAnimations[ChoosenAnimationIndex]
		animateScript.idle.Animation2.AnimationId = ChoosenAnimationId
		print("Fidget loaded!")
	end
end
 
local function onPlayerAdded(player)
	player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
 
Players.PlayerAdded:Connect(onPlayerAdded)

The walk and run animations are my own. The idle, jump, fall and climb animations are Rthro animations that Roblox own. The issues are about the walk and run animations.

(In the game you are currently limited to walking and therefore the walk and run animations are set to a single walk animation I made.)

You’ll notice when you play the walk animation is fine. But, if your friend joins, and they walk, it’ll appear that their arms and legs are stiff. I don’t think the Rthro animations have this issue, but I wouldn’t really know. By stiff, I mean their movement is limited. Their arms/legs don’t move much.

This script isn’t mine, it’s @4581quzwi’s script. I am simply an animator. I make animations. I don’t understand how to use them.

Another note, when you equip a tool, it once again appears fine on your screen. But on another person’s screen, your arm will move as it would if you weren’t holding the tool. It’s rather weird…

How do I make this animation or animations appear the same for everyone?

(Another issue that I’ll ask help for after, but it seems that the order of

this
animateScript.idle.Animation1.AnimationId = "rbxassetid://2510196951" 
animateScript.idle.Animation2.AnimationId = "rbxassetid://2510196951"
animateScript.walk.WalkAnim.AnimationId = "rbxassetid://5151284512"
animateScript.run.RunAnim.AnimationId = "rbxassetid://5151284512" 
animateScript.jump.JumpAnim.AnimationId = "rbxassetid://2510197830"
animateScript.fall.FallAnim.AnimationId = "rbxassetid://2510195892"     	 
animateScript.climb.ClimbAnim.AnimationId = "rbxassetid://2510192778"

part of the script changes the animations that work. For example, one order will make the jump/fall animations disabled, another will make only the jump animation disabled… it’s complicated.)

It’s sad that this is the one area our team can’t cover properly

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I don’t think this is gonna get answered, it’s a weird question… should I hire a scripter that works well with animations?

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Since you are changing that local animation script from the server, it’s probably not replicating to the other clients or something similar.

Instead of writing a script for it, just copy the the Animation script, put it in the StarterCharacterScripts, and change the values there, that way you won’t need that script in the first place.
If that didn’t fix it, then dunno.

Edit: whoops, I accidently sorted the posts differently and thought this was a new post… apology for the necrobump.

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