So a method i decided to use to change a character’s animations when they sprint is to simply change the Animator’s walk and run animation id’s. Which works perfectly, until you get to an actual server, where only the client sees the animations. Even when reverted the character’s walk and run animations become just the stiff default pose
Test code on a local script attempt
local Character = game.Players.LocalCharacter
local defaultRun = Character.Animate.run.RunAnim.AnimationId
local newrunanim = "rbxassetid://6175940412"
function runchange(val)
if val == true then
Character.Animate.run.RunAnim.AnimationId = newrunanim
Character.Animate.walk.WalkAnim.AnimationId = newrunanim
wait()
hum:ChangeState(Enum.HumanoidStateType.GettingUp) --- using this to force it to update the animation
else
Character.Animate.run.RunAnim.AnimationId = defaultRun
Character.Animate.walk.WalkAnim.AnimationId = defaultRun
wait()
hum:ChangeState(Enum.HumanoidStateType.GettingUp) --- using this to force it to update the animation
end
end
char.Internal.Running.Changed:Connect(runchange)
I have also tried doing the same from the server. Which also works just fine, but causes the animator to stop replicating the two animations just the same.
Does anyone know of a way to change the core animations during gameplay while not causing it to stop replicating?