Catalog Animations don't have consistent names within games

This animation does not follow the naming convention of other animations from the catalog. When inside a game, it’ll look like this in the explorer.
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which was causing bugs.
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In comparison, most animations are named like this
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I’ve since then circumvented the issue, but just thought I’d point it out, just to make sure less people encounter the same pitfall.

for each, player in pairs(Players:GetChildren()) do
        player.Character.Humanoid.Sit = false
        player.Character.Humanoid.Sit = false
        player.Character.Humanoid.Jump = true
        player.Character.Humanoid.Sit = false
        player.Character:SetPrimaryPartCFrame(Locations.Teleport1[each].CFrame)
        player.Character.Humanoid.WalkSpeed = 9.1
        player.Character.Humanoid.JumpPower = 30
        local player_animController = player.Character:FindFirstChild("Animate")
        player_animController.run.RunAnim.AnimationId = "http://www.roblox.com/asset /?id=656121766" 
-- ☝️  this part wasn't working because some naming convention wasn't followed. I changed the line to  player_animController.run:FindFirstChildOfClass("Animation").AnimationId = "http://www.roblox.com/asset/?id=656121766"
    end

I don’t necessarily mind it, but this minuscule issue can be troublesome in some cases. It would be nice if animations were consistently named. In this case, all run animations being called RunAnim.

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If you can’t solve the names, try matching the string and find run if possible. That’s your only workaround for now.

I’ve included that I’ve fixed the issue since originally posting

A character has multiple animation string objects, ones that are named conventionally as far as I know. I then find the first child which is an animation object so I can manipulate it. Since each animation string always has only one descendant, I can safely assume so. Unless it’s an animation with weighted variants (such as idle animations (and dances)).

image

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