When I Weld a part to my character and play an animation, it works fine on my client but not others. How the script works is the animation is played on my end, an event is fired to the server to then tell the clients to replicate it on their end. All the clients run the same script each with the original client’s character as a parameter.
The Part used for animation is Massless, Unanchored, and CanCollide is turned off. It welded to the Character’s Right Arm and I have tried using a Weld, WeldConstraint, and Motor6D but the result was the same.
Basically when the Part is welded on other player’s Clients. The rig is frozen until the weld is broken and the rig teleports its actual position on the player’s client. The Server actually detects hits from the frozen rig’s position.
Video:
https://i.gyazo.com/38c0a8f01981fdebbf6690d5066a1226.mp4
function Move.Animation(Character)
if Character.Head:FindFirstChild("Sound") then Debris:AddItem(Character.Head.Sound, 0) end
local Sound = script.Sound:Clone()
Sound.Parent = Character.Head
Sound:Play()
Sound.TimePosition = 1 / 3 * Sound.TimeLength
local AnimAttack = Assets["Fire Magic"]["Exploding Fireball"]:Clone()
-- Position
local AnimAttackPosition = Character["Right Arm"].CFrame +
Character["Right Arm"].CFrame.upVector * (-Character["Right Arm"].Size.Y / 2 - AnimAttack.PrimaryPart.Size.Y * AttackSize / 2 - 2)
AnimAttack:SetPrimaryPartCFrame(AnimAttackPosition)
ScaleModel(AnimAttack, AnimSize)
local Weld = Instance.new("Weld")
Weld.Part0 = Character["Right Arm"]
Weld.Part1 = AnimAttack.PrimaryPart
Weld.C0 = Character["Right Arm"].CFrame:inverse()
Weld.C1 = AnimAttack.PrimaryPart.CFrame:inverse()
Weld.Parent = AnimAttack.PrimaryPart
AnimAttack.Parent = workspace.Terrain.Debris
wait()
-- Play Animation
local AnimationTrack = Character.Humanoid:LoadAnimation(Animation)
AnimationTrack.Priority = Enum.AnimationPriority.Action
AnimationTrack.Looped = false
repeat wait() until AnimationTrack.Length > 0
local SlowAnimationSpeed = (1 / 3) / (Sound.TimeLength / 2)
spawn(function()
TweenModelSize(AnimAttack, AnimationTrack.Length / SlowAnimationSpeed / 2, AttackSize / AnimSize, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)
end)
AnimationTrack:Play(_, _, SlowAnimationSpeed)
wait(1 / SlowAnimationSpeed * 1 / 3)
AnimationTrack:Play(_, _, AnimationSpeed)
AnimationTrack.TimePosition = 1 / 3
-- End Animation
Debris:AddItem(AnimAttack, AnimationTrack.Length / AnimationSpeed - AnimationTrack.Length / SlowAnimationSpeed)
wait(AnimationTrack.Length / AnimationSpeed - AnimationTrack.Length / SlowAnimationSpeed)
end