How can I make the "animate" script work on custom rigged NPCS?

As the title implies, I’m trying to use the “animate” script used in about every roblox avatar for a custom rig that I’ve made. So far, I’ve tried making a folder (called “Animations”) into the with the ID values of the custom animation (I’m using the same idle and shared walk and run for simplicity) and putting those ID values into the animation table I found in the script. However, I still see that the NPC is not working like a regular NPC. So does anyone know what else I need to modify or if there is an entirely different animate script for custom rigs I can look at?

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Make sure to change it to a server script.

Also, change the actual animation IDs in the StringValues (open the animate script, open each string value and replace the id in the animations)

Thing is, I’m using coroutines for this because I have to do everything local since it’s a local cutscene and all for one specific player. Meaning I do not have an animate cutscene inside the NPC I’m using. If I store the animations somewhere else, will it still work?

For Local animations, I think this one that I made might work.
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AnimationHandler.rbxm (1.4 KB)

I’m a bit late, sorry.