I have to walk for my animation update

i had this problem many times but i cant solve it and i didnt find anything about it, i tried to increase the animation priority but was the same.

		if Event == "Equip" then
			if debris.hasSword.Value ~= "" then
			if debris.equipped.Value == false then
				anims.Draw:Play()
				debris.equipped.Value = true
				Change.Walk.AnimationId = "rbxassetid://6572524865"
				Change.Run.AnimationId = "rbxassetid://6572524865"
				
				Change.Idle1.AnimationId = "rbxassetid://6569367517"
				Change.Idle2.AnimationId = "rbxassetid://6569367517"

			elseif debris.equipped.Value == true and not debris.parry.Value and not debris.defending.Value and not debris.Attacking.Value then
				debris.equipped.Value = false
				Change.Walk.AnimationId = "rbxassetid://6568957761"
				Change.Run.AnimationId = "rbxassetid://6568957761"
				
				
				Change.Idle1.AnimationId = "rbxassetid://6569012235"
				Change.Idle2.AnimationId = "rbxassetid://6569012235"
					-----CHANGE EQUIPPED ^
				end
			end
		end	
	end)

When you change the AnimationId of the Animation objects that are children of the character’s Animate LocalScript, those changes don’t take effect until next time the animation plays. Any AnimationTracks that are already running will continue to run. If you need things to change immediately, you have to modify the Animate script to stop whatever tracks are running and restart them.

Often, for this level of customization, a developer will replace Roblox’s Animate script with their own, either by putting a replacement named Animate in StarterCharacterScripts, or by putting a disabled or empty Animate script in StarterCharacterScripts and then using their own LocalScripts, typically in StarterPlayerScripts.