Curve Animation only plays half way?

I’ve made an animation that plays when a player is a certain amount of health, it works perfectly fine as well!

The problem is that on the CLIENT is plays normally, but on the SERVER it only plays it halfway.
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Server ^

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Client ^

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Test Server ^

Both are IDLE animations with the priority set to IDLE.
Let me know if you need more info!

UPDATE:
I’ve fixed the problem in a very “D.I.Y” way. I have a script that checks the player’s health and then enables a different script for movement. Until this “visual bug” is fixed, this seems like a good fix for me.
image

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Make sure that the animation is saved to the creator of the game, otherwise i have no idea.

When you’re saying client and server, you mean playing animation in a local script and a script or you’re talking about the rendering in client side and what other players are seing in server side ?

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It is saved to my inventory and my game.

I’m talking about how it’s seen via client and server, it’s being run via a server script in each character.

Alright, so that’s probably why your animation got bugged… you should try to run it with a local script, animations still get automaticaly replicated in server side even if they’re running from client side.

It can also depend on what you’re running the animation, using the humanoid or the animator.

I’m using the animator so that could also be the problem. I’ll try using a local script and see if that fixes it.

local char = script.Parent
local hum = char:WaitForChild("Humanoid")

char.Animate.walk.WalkAnim.AnimationId = "http://www.roblox.com/asset/?id=12008631941"

hum.HealthChanged:Connect(function()
	if hum.Health <= 25 then
		char.Animate.walk.WalkAnim.AnimationId = "http://www.roblox.com/asset/?id=12008631941"
		char.Animate.idle.Animation1.AnimationId = "http://www.roblox.com/asset/?id=12014616997"
		char.Animate.idle.Animation2.AnimationId = "http://www.roblox.com/asset/?id=12014639243"
	elseif hum.Health <= 50 then
		char.Animate.walk.WalkAnim.AnimationId = "http://www.roblox.com/asset/?id=12008634300"
		char.Animate.idle.Animation1.AnimationId = "http://www.roblox.com/asset/?id=12014679658"
		char.Animate.idle.Animation2.AnimationId = "http://www.roblox.com/asset/?id=12014678453"
	elseif hum.Health >= 100 then
		char.Animate.walk.WalkAnim.AnimationId = "http://www.roblox.com/asset/?id=12002257975"
		char.Animate.idle.Animation1.AnimationId = "http://www.roblox.com/asset/?id=180435571"
		char.Animate.idle.Animation2.AnimationId = "http://www.roblox.com/asset/?id=180435792"
	end
end)

Making the script local didn’t fix anything, and I don’t really know how to go about using humanoid for changing the animations the player has.
image

Did you tried to run the code directly in the « animate » local script, i guess animations id also need to be changed inside it.

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I haven’t but they need to be changed easily or else the health animations wont play. I feel as if this is a problem on ROBLOX’s end?

You can write the code in the top lines inside a coroutine function it should not cause any problems for the overall script ^^

But yeah, it seem like to be a roblox rendering bug.

3 Likes

Really hope this is fixed, and blender may be a better use of my time?

I’m not sure that doing animations on blender is going to solve the problem as it not come from the animation itself but from the server rendering. :confused:

Unfortunatly i can’t help you anymore, If it still not working you should try report it in #bug-reports maybe you will find someone to help you better than me ^^

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