I’m trying to overwrite the original walk animation through the way it is shown except it doesn’t work.
The roblox animation is still being played.
local Players = game:GetService("Players")
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
for _, playingTracks in pairs(humanoid:GetPlayingAnimationTracks()) do
playingTracks:Stop(0)
end
local animateScript = character:WaitForChild("Animate")
animateScript.run.RunAnim.AnimationId = "rbxassetid://6207601778"
animateScript.walk.WalkAnim.AnimationId = "rbxassetid://6207601778"
end
local function onPlayerAdded(player)
player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Have you checked the output? If so, is there an error in the output, and, what is the error (if there was an error in the output). Also, do you OWN the animations? I don’t think you can use an animation if you don’t own it.
EDIT: I have ran the code, and the error I receive is:
For some weird reason, it is not PlayerName.Animate.walk.WalkAnim anymore, it is PlayerName.Animate.walk.RunAnim now.
Here is the correct code: (If the problem persists, then I don’t know what to do anymore).
local Players = game:GetService(“Players”)
local function onCharacterAdded(character)
local humanoid = character:WaitForChild(“Humanoid”)
for _, playingTracks in pairs(humanoid:GetPlayingAnimationTracks()) do
playingTracks:Stop(0)
end
local animateScript = character:WaitForChild("Animate")
animateScript.run.RunAnim.AnimationId = "rbxassetid://6207601778"
animateScript.walk.RunAnim.AnimationId = "rbxassetid://6207601778"
end
local function onPlayerAdded(player)
player.CharacterAppearanceLoaded:Connect(onCharacterAdded)
end
STEP #5: Open up the ‘walk’ string value, and see what is the name of the animation inside, for me, it was RunAnim, so I changed it to RunAnim in the script.
That was pointless, but, you also should check if you had any errors before changing it to animateScript.walk.RunAnim.AnimationId = "numbersHere
Also, this edit was just showing how to get to my conclusion with RunAnim. And, do everything until STEP #5 in play-test mode.
I looked in the Animate script and realised that the table the script gets the animation id’s from doesn’t change with the values in the string values and if i change the values in there and disable and re-enable the script my animations work, so now my problem goes on how to change those values.
it changes check the child of the values if it added if not then first of all try doing it in the client it worked well for me animations shouldn’t be handled on the server only client