How to Have a Different Idle/Walking animation play when tool is equipped?

OK, so make an animation with an R6 character

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i thought you said it doesn’t work for R6 characters?

some animations, some…

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What…?

If your Avatar Type is R6 in the game, and you have R15 Animations already set up, you have to set the Avatar Type to R15 so that the script knows what type of Animation it’s exactly playing to the Character

Although playing R6 on R15 Animations may work, it’ll only play in separate to the HumanoidRootPart and Head parts I’m assuming

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I mean some animations work with R6 and another work with R15.

Still you shouldn’t rely on R6 animations to play on R15, it’ll result extremely weird

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Whatever, I made R15 animations, changed game type to R15… buuuuut, no luck.
Still having the same errors.
Screen Shot 2021-04-26 at 11.10.27 AM

Try doing this maybe?

local Tool = script.Parent

Tool.Equipped:Connect(function()
    local Character = Tool.Parent
    local Animate = Character:WaitForChild("Animate", 3)

    Animate.toolnone.Value = ""
    Animate.idle.Value = "rbxassetid://6731665268"
    Animate.walk.Value = "rbxassetid://6731703941"
 
end)
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Players.IceTheOneAndOnly.Backpack.sord.animationscript:7: invalid argument #3 (string expected, got nil)

i have received that error…

maybe this?:

sword.Equipped:Connect(function()
	humanoid = sword.Parent:WaitForChild("Humanoid")
	description = humanoid:GetAppliedDescription()
	local descriptionClone = description:Clone()
	descriptionClone.IdleAnimation = "rbxassetid://6731665268"
	descriptionClone.WalkAnimation = "rbxassetid://6731703941"
	humanoid:ApplyDescription(descriptionClone)
end)
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I think I did a stupid thing whoops

Can you try again? I believe it should work

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Well… I am receiving no errors but the idle animation and walking animation have not changed.

Are you still working with R15 Characters and animations?

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Yes, I am. I switched from R6 after you said that some animations only work with R15 characters. I ain’t any expert tho I just changed to R15.

Weird, my only assumption is that the Animate script could potentially be overriding your other scripts? You could try and replace those with your Animations that you want when certain tools are activated, but I’m not sure how you would go about doing it

Especially if you’re wanting to change the Idle/Walk animations

Although another way you could try is using Motor6D's, but I’m not sure how well that would work out

Screen Shot 2021-04-26 at 11.31.46 AM
i think its because you’re saying the character is ‘backpack’ or something?

so it has to be sword.Parent.Parent?

ok, no, that is not the case.

Nah

When the Equipped event is fired, the Character variable would be referring to the (script > Tool > Character)

I believe you could look at how Motor6D’s work and how you can use them in animations?

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I know that the folder instance named R15Anim should be like this:

r15anim

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but where would the R15Anim folder be located?
a

You can check this topic