Animations look strange for other players

I have some animations that are meant to replace the roblox move, idle, jump, and fall animations.

My issue is that the animations appear distorted when they are applied to players other than yourself.

Here’s a video for reference
As you can see, on my end the animations load normally. But when another player initiates the animations, they appear all distorted.

I’ve found a few posts with this same issue, but I’ve already tried the solutions to those. Some of the issues were special cases. All of the animation priorities of the animations are set to action, and I’ve tried them with corresponding animation priorities with the movement type (ex: walkinganim priority = movement) but the animations still appear distorted.

An issue might be that this game isn’t owned by me, it’s owned by my friend and I am making it with him in team create. I put the animations on dummies, and he saved and published them on his account so they would load. I don’t believe this is the issue though, because In the video a non-replaced animation plays just fine in the same script.

touched.Parent.Animate.walk.WalkAnim.AnimationId = "rbxassetid://12735985967"
touched.Parent.Animate.jump.JumpAnim.AnimationId = 'rbxassetid://12735991997'
touched.Parent.Animate.fall.FallAnim.AnimationId = 'rbxassetid://12735995105'
touched.Parent.Animate.idle.Animation1.AnimationId = 'rbxassetid://12736001211'
touched.Parent.Animate.idle.Animation2.AnimationId = 'rbxassetid://12736005199'

This is the code that replaces the animations the first time. When a player steps on a nail the first time, it replaces the id’s with a hopping animation. The same code with different animation ids repeats when a player steps on a second nail. This code is in a normal script, not a local script.

I would greatly appreciate some help with this issue.

2 Likes

This is actually a Roblox issue, so there’s nothing you can do. This happens in my game too.

There are many games that don’t have this issue so there must be a fix.

I’m also experiencing this in my game as well. Has anyone discovered a fix for it yet?

In the script, if you clear all animations before loading a new one, the issue is fixed. Place this in an if statement when the animation ends:

for _, track in pairs(hum:WaitForChild("Animator"):GetPlayingAnimationTracks()) do
				track:Stop(0)
			end
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Thank you - this works! Sorry for necrobumping, but whether the solution works or not seemed ambiguous to me before I tried it, but it fixed my issue aswell.

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