I’ve made a post about this in the past and it seems like Roblox broke animations yet again (well, for my instances that is).
From a foreign perspective, the character’s limbs are animated, however any external Motor6Ds are not animated. In the client perspective, all seems to be looking fine.
The way I load animations is simply using the Humanoid:LoadAnimation() method from a localscript.
Did roblox release yet another animation breaking update? If any of you have leads, it would be appreciated.
Oof, yep sorry but that’s deprecated Humanoid:LoadAnimation the reason why is because of the current issue you are having I believe. The solution should just be to replace humanoid the Animator because of this replication issue noted in the update:
On my localscript, I have switched animations over to the Animator.
local Animator = Humanoid:WaitForChild("Animator") --assume that Humanoid was properly referenced
local IdleAnimation = Animator:LoadAnimation(SwabAnimations.SwabIdle) --assume swabanimations was also referenced
local CleanAnimation = Animator:LoadAnimation(SwabAnimations.CleanBarrel)
local RamAnimation = Animator:LoadAnimation(SwabAnimations.RamBarrel)
As long as you’re doing this from a Server script, and the Motor6D names are correct, it should be compatible with animations.
Any Motor6D instances you create from a LocalScript will only exist on your client. Likewise, changes to parentage, C0, C1, Part0, Part1 of any motor also have to be done on from a server Script to be seen by everyone.
Motor6Ds are being created from a serverscript, the localscript is not doing anything to them. It seems to be a roblox-wide bug; my friend Andrew_Hanover also has similar assets that are facing the same animation bug.
In your aforementioned post involving the Motor6D fix, it seems to work on Studio but I haven’t tested it out yet on client. Roblox with their unlisted updates breaking everything… this has already happened before, lol.
I know this post is quite old, but we were having the same issue at Men of War. The fix was … rather silly but it works fine. On every other client, make a childadded connection for motor6Ds. When the motor is added, immediately enable then disable the motor6D. For some reason, it randomly fixes it up.
What I think is happening is, the animation is replicating before the Motor6D’s existence is. The animator thus, when it replicates to other clients, plays the animation without the Motor6D’s keyframes being applied. You can wake up the animator by changing a property to tell it that it exists, atleast that’s my theory.
This works fine for humanoids, which is great! Thank you so much for this fix!
Does it work for non-player Animator-based models? Such as horses? I’m trying this on my horse model and it still doesn’t want to replicate.