So I read a bunch of dev forums on this problem and most of them say the resolution to this is to add “https://www.roblox.com/asset/?id=ID_HERE” but I tried this and didn’t work. A Roblox representative said this was an issue with permissions so I don’t have a clue on what to do here. I’m trying to customize the walk animation and whenever I replace the ID with my own, it gives me the error “Failed to load animation - sanitized ID: rbxassetid://ANIMATION_ID” and this game is in my group, the animation is also owned by the group so I do not understand this weird permission system. If anyone can help this will be appreciated.
Couple things you should check:
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Do you own the animation? Is it in your inventory on the roblox site?
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How are you loading the animation? Using Humanoid:LoadAnimation(yourAnimHere) is depricated, same with the animator.
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Do you have the right id put after the “://”
If you are using a depricated way of loading the animation, I suggest making an “AnimationController”, parenting it to the Humanoid then parenting the already existing Animator to the AnimationController. You can then use AnimationController.Animator:LoadAnimation(yourAnimHere). I believe this is the current way roblox intends you of loading animations.
If this doesn’t help, don’t hesitate to message me! Hope this helps!
I own the animation, I see it in my inventory and the animation I tried checking with the group animation and its in there.
I do not know how the animation is loaded, I just replaced the ID’s in the “Animate” Local Script which I put in StarterCharacterScripts.
For the ID, I triple checked it and it is correct.
Also for your recommendation at the bottom, I tried this using a rig and loading the animation through an animation controller but it did not make a difference.
Try this instead (normal script in ServerScriptService)
local walkAnimationId = "rbxassetid://YourIdHere"
local players = game:GetService("Players")
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local animateScript = character:WaitForChild("Animate")
animateScript.walk.WalkAnim.AnimationId = walkAnimationId
end
local function onPlayerAdded(player)
player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
players.PlayerAdded:Connect(onPlayerAdded)
You would do this with the other anims you want to change as well.
Note: The Name of the string values for the animate script might be different
Hope this helps
I just realized my mistake, that’s my bad.
The animations were under a different group I am in that has the almost exact same name, just with an extra thing at the beginning of the name.
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