Would it be possible to get a copy of your testing place for this? I can’t get the animations to run
my local script code:
local player = game.Players.LocalPlayer
local char = player.Character
local h = char.Humanoid
local animation = game.ReplicatedStorage.Animation
animation.AnimationId = "http://www.roblox.com/asset/?id=2097675014"
h:LoadAnimation(animation):Play()
It works when I test it in solo / client local mode
I just want to clarify for safety’s sake, which of these two scenarios are you trying to achieve?
Player1 plays animation on Player1. Player2 will not see Player1 animating.
Player1 plays animation on Player2. Player2 will not see themselves animating.
If it’s the first one, you can create the Animation object on the client and run it. I think I may have mentioned that already. As for the second one, well, that’s where the issue is occurring as per my previous post.
I was thinking of throwing together a hack where a pseudomodel would animate and then Transform of the target character would be set every frame to the pseudomodel’s movements, but that may be a little much.
I’m a bit late to this thread but there is a general solution to disabling replication of Animations that isn’t too difficult to achieve.
To animate a player character locally only you can replace the Animator object under the Humanoid with a new copy in a LocalScript. This will disable animation replication from that client.
For non player characters a local AnimationController should be used.