I’ve previously changed my default player animations by just manually changing the Animate script’s hard-coded values because it seems like it just ignores the Animation objects that are parented to it. I’ve tried changing the AnimationIds of the objects but nothing happens
Any help with this? I can’t change the hard-coded variables in the script anymore as I need to be able to edit them mid-game (e.g. when the player equips a sword, give them custom sword animations) and it looks like Animate preloads and stores the tracks permanently by just looking through the script a little
Basically compile new animation,replace local referance and call :Stop() Heartbeat:Wait() :Destroy() on old animation when new animation referance is secured.
Trigger it upon: Instance | Documentation - Roblox Creator Hub
I think i understand what you trying to do… you need to replace the Animate script inside the character. Start a play test copy the Animate script from the character and paste it into StarterPlayer > StarterCharacterScripts Then open the script and replace the animation IDs with your own. This will change the animations for every character that spawns. If you want full control you can delete the Animate script and play animations using a custom script with the Animator. This lets you control when and how animations play but you will need to handle things like run and jump states yourself.
Changing animation IDs using HumanoidDescription does not work with the Animate script because it uses its own values. Make sure your animations are set to the right priority and that you have permission to use them. Also check that the Animator is in the character and the rig type matches the animation.
and also this method works for both R6 and R15 characters i already did that before and it’s works for me