Help giving custom animal model animation when walking

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    I’m just trying to make my model move with having animations
  2. What is the issue? Include screenshots / videos if possible!
    When I have the script that is supposed to give the model an animation enabled it wont move, but when I only have the movement script enabled it moves around. And I simply cant get it to work either way.
  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I looked at plenty different topics already about this but no one has seemed to have my exact issue. No errors in the output or anything, really strange.

this is in a server script inside of the model. This is what most everyone else ahs done and it seemed to work for them, but not me. This is the “Animate” LocalScript that would be in the player when hitting play in studio, I only changed the animation ID’s to my animation for the running and walking and i deleted the part of the script that would’ve been a part of the player saying /dance1 or whatever it was, simply because a NPC wont be talking

local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"

local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue

local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2

local EMOTE_TRANSITION_TIME = 0.1

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0

local runAnimTrack = nil
local runAnimKeyframeHandler = nil

local PreloadedAnims = {}

local animTable = {}
local animNames = { 
	idle = 	{	
		{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
		{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
		{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
	},
	walk = 	{ 	
		{ id = "http://www.roblox.com/asset/?id=12994342468", weight = 10 } 
	}, 
	run = 	{
		{ id = "http://www.roblox.com/asset/?id=12994342468", weight = 10 } 
	}, 
	swim = 	{
		{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 } 
	}, 
	swimidle = 	{
		{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 } 
	}, 
	jump = 	{
		{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 } 
	}, 
	fall = 	{
		{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 } 
	}, 
	climb = {
		{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 } 
	}, 
	sit = 	{
		{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 } 
	},	
	toolnone = {
		{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 } 
	},
	toolslash = {
		{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 } 
	},
	toollunge = {
		{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 } 
	},
	wave = {
		{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 } 
	},
	point = {
		{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 } 
	},
	dance = {
		{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 } 
	},
	dance2 = {
		{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 } 
	},
	dance3 = {
		{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 }, 
		{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 } 
	},
	laugh = {
		{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 } 
	},
	cheer = {
		{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 } 
	},
}

-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

math.randomseed(tick())

function findExistingAnimationInSet(set, anim)
	if set == nil or anim == nil then
		return 0
	end

	for idx = 1, set.count, 1 do 
		if set[idx].anim.AnimationId == anim.AnimationId then
			return idx
		end
	end

	return 0
end

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))

		local idx = 0
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				local newWeight = 1
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject ~= nil) then
					newWeight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				idx = animTable[name].count
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				animTable[name][idx].weight = newWeight
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
		end
	end

	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do
			if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
				Humanoid:LoadAnimation(animType[idx].anim)
				PreloadedAnims[animType[idx].anim.AnimationId] = true
			end				
		end
	end
end

------------------------------------------------------------------------------------------------------------

function configureAnimationSetOld(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0	
	animTable[name].connections = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
		local idx = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				idx = idx + 1
			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
			-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end

	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do 
			Humanoid:LoadAnimation(animType[idx].anim)
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	end	
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)

-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
	local animTracks = animator:GetPlayingAnimationTracks()
	for i,track in ipairs(animTracks) do
		track:Stop(0)
		track:Destroy()
	end
end

for name, fileList in pairs(animNames) do 
	configureAnimationSet(name, fileList)
end	

-- ANIMATION

-- declarations
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2

local currentlyPlayingEmote = false

-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	if currentlyPlayingEmote then
		oldAnim = "idle"
		currentlyPlayingEmote = false
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end

	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end

	return oldAnim
end

function getHeightScale()
	if Humanoid then
		if not Humanoid.AutomaticScalingEnabled then
			return 1
		end

		local scale = Humanoid.HipHeight / HumanoidHipHeight
		if AnimationSpeedDampeningObject == nil then
			AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
		end
		if AnimationSpeedDampeningObject ~= nil then
			scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
		end
		return scale
	end	
	return 1
end

local function rootMotionCompensation(speed)
	local speedScaled = speed * 1.25
	local heightScale = getHeightScale()
	local runSpeed = speedScaled / heightScale
	return runSpeed
end

local smallButNotZero = 0.0001
local function setRunSpeed(speed)
	local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation
	local normalizedRunSpeed  = 1
	local runSpeed = rootMotionCompensation(speed)

	local walkAnimationWeight = smallButNotZero
	local runAnimationWeight = smallButNotZero
	local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed
	local runAnimationTimerwarp = runSpeed/normalizedRunSpeed

	if runSpeed <= normalizedWalkSpeed then
		walkAnimationWeight = 1
	elseif runSpeed < normalizedRunSpeed then
		local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed)
		walkAnimationWeight = 1 - fadeInRun
		runAnimationWeight  = fadeInRun
		walkAnimationTimewarp = 1
		runAnimationTimerwarp = 1
	else
		runAnimationWeight = 1
	end
	currentAnimTrack:AdjustWeight(walkAnimationWeight)
	runAnimTrack:AdjustWeight(runAnimationWeight)
	currentAnimTrack:AdjustSpeed(walkAnimationTimewarp)
	runAnimTrack:AdjustSpeed(runAnimationTimerwarp)
end

function setAnimationSpeed(speed)
	if currentAnim == "walk" then
		setRunSpeed(speed)
	else
		if speed ~= currentAnimSpeed then
			currentAnimSpeed = speed
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		if currentAnim == "walk" then
			if userNoUpdateOnLoop == true then
				if runAnimTrack.Looped ~= true then
					runAnimTrack.TimePosition = 0.0
				end
				if currentAnimTrack.Looped ~= true then
					currentAnimTrack.TimePosition = 0.0
				end
			else
				runAnimTrack.TimePosition = 0.0
				currentAnimTrack.TimePosition = 0.0
			end
		else
			local repeatAnim = currentAnim
			-- return to idle if finishing an emote
			if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
				repeatAnim = "idle"
			end

			if currentlyPlayingEmote then
				if currentAnimTrack.Looped then
					-- Allow the emote to loop
					return
				end

				repeatAnim = "idle"
				currentlyPlayingEmote = false
			end

			local animSpeed = currentAnimSpeed
			playAnimation(repeatAnim, 0.15, Humanoid)
			setAnimationSpeed(animSpeed)
		end
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight) 
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

local function switchToAnim(anim, animName, transitionTime, humanoid)
	-- switch animation		
	if (anim ~= currentAnimInstance) then

		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end

		if (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
			if userNoUpdateOnLoop == true then
				runAnimTrack = nil
			end
		end

		currentAnimSpeed = 1.0

		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core

		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)

		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)		

			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)	
		end
	end
end

function playAnimation(animName, transitionTime, humanoid) 	
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	switchToAnim(anim, animName, transitionTime, humanoid)
	currentlyPlayingEmote = false
end

function playEmote(emoteAnim, transitionTime, humanoid)
	switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
	currentlyPlayingEmote = true
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid, priority)	 		
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	if (toolAnimInstance ~= anim) then

		if (toolAnimTrack ~= nil) then
			toolAnimTrack:Stop()
			toolAnimTrack:Destroy()
			transitionTime = 0
		end

		-- load it to the humanoid; get AnimationTrack
		toolAnimTrack = humanoid:LoadAnimation(anim)
		if priority then
			toolAnimTrack.Priority = priority
		end

		-- play the animation
		toolAnimTrack:Play(transitionTime)
		toolAnimName = animName
		toolAnimInstance = anim

		currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
	end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning(speed)
	local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
	local speedThreshold = movedDuringEmote and Humanoid.WalkSpeed or 0.75
	if speed > speedThreshold then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	else
		if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end
end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

function onSwimming(speed)
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
	local deltaTime = currentTime - lastTick
	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

	if (jumpAnimTime > 0) then
		jumpAnimTime = jumpAnimTime - deltaTime
	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	if tool and tool:FindFirstChild("Handle") then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()		
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end

-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

-- emote bindable hook
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
	-- Only play emotes when idling
	if pose ~= "Standing" then
		return
	end

	if emoteNames[emote] ~= nil then
		-- Default emotes
		playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)

		return true, currentAnimTrack
	elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
		-- Non-default emotes
		playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)

		return true, currentAnimTrack
	end

	-- Return false to indicate that the emote could not be played
	return false
end

if Character.Parent ~= nil then
	-- initialize to idle
	playAnimation("idle", 0.1, Humanoid)
	pose = "Standing"
end

-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end

Here is the script I am using to move the NPC around using :MoveTo()

local Dummy = script.Parent
local Humanoid = Dummy:WaitForChild("Humanoid")
local AmountStudMove = 15
while true do
	wait(3)--Change to the time you want the rig to wait before walking to a new area
	
	Humanoid:MoveTo(Dummy.Torso.Position + Vector3.new(math.random(-AmountStudMove, AmountStudMove), 0, math.random(-AmountStudMove, AmountStudMove)))
end

and finally here is a different way i tried to get the animations to work with the NPC, this one wouldn’t cause the NPC not to move but it still wouldn’t play the animation (the dashed out part is another way I tried to make it work)

local Humanoid = script.Parent:WaitForChild("Humanoid")
local RunningAnimation = script.Parent.AnimationID

local dance = Humanoid:LoadAnimation(RunningAnimation)

--[[Humanoid.StateChanged:Connect(function(old_state,new_state)
	if new_state == Enum.HumanoidStateType.Running then
		dance:Play()
	elseif Humanoid.MoveDirection.Magnitude >= 0 then
		dance:Stop()
	end
end)]]

while true do
	wait()
	if Humanoid.MoveDirection.Magnitude > 0 then
		print("moving")
		dance:Play()
	elseif Humanoid.MoveDirection.Magnitude < 0 then
		print("stopped")
		dance:Stop()
	end
end

Thank you for reading hoping to get some help on this. Again, no errors or anything, makes no sense to me.

2 Likes

Check the root of your model doesn’t contain an AnimationController - if it does just delete it.
When you import custom characters it automatically inserts an AnimationController but then when you add a Humanoid (which also contains an AnimationController) it confuses the scripts.

3 Likes

It does not seem to have one, I cannot find it if there is one

1 Like

Found my issue. I hadn’t realized that the “Animate” script differs depending on r15 and r6 character models. SO all I had to do is take that same script but making sure my player was set to R6 and then it fixed all my problems and now works as intended.

1 Like

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