Try this:
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(Character)
Character.Animate.idle.IdleAnim.AnimationId = "rbxassetid://6555490523"
end)
end)
Try this:
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(Character)
Character.Animate.idle.IdleAnim.AnimationId = "rbxassetid://6555490523"
end)
end)
This is what it prompts when I used that script and put it in ServerScriptStorage
Just Animation.idle
is not the correct parent to play the animation, it’s Animate.idle.Animation1
I believe
Actually, could you go ahead and show the Explorer to where the Animate
script is and it’s children?
At first I had it in Workspace but then I was told to put it in ServerStorage
and that still didn’t work. Not sure what you mean by children, I don’t think I ever put in anything for that. As you can probably tell, I’m an awful scripter.
Ah, yeah please put it inside ServerScriptService
and do this:
Click Play
Click “Client” which will change it to the server-side (In studio)
Find where the “Animate” script is on the Character inside the workspace
Check to see it’s parents, try to find the idle.Animation1
object
Ok so I did exactly what you said and in the animate script, there is no Idle.Animation1
object anywhere.
BUT there is this and this might be what I need to change it
Yeah that’s what you’d need to change, I think I may know how to fix it here:
Try copying the script when clicking “Play”, stop the simulation, & put it inside StarterCharacterScripts
Open up the script and find the idle
animation, paste the ID into what you want your idle
animation to be
Click Play and see if anything changes
As it seems fate is against me, It didn’t work, it only reset the idle animation back to it’s default instead of making the character have no Idle animation.
Hit play, and copy the animate script from your character, then stop play testing. Paste the script and put it in StarterCharacterScripts. Change the value that is parented to it of the idle animation, AND the one that is located in the script. Lemme know if this works.
EDIT:
The value should be a descendant of the script, search for it and change it there as well.
I tried as well but it didn’t change anything, it also made the animation back to its default.
Hm, that’s a weird issue then
I was referring to this post for a reference, which is very strange:
Yeah I’m not sure if I can really change animations right now at the moment, I’ll probably scrap the feature temporary until someone makes a guide or finds a solution for this. Thank you so much for all of your help, you are a chad among chads.
Are you playing the animation?
Nevermind, seems like you are, but in a localscript.
If you want everyone to see the animation, make sure you give the client the animationtrack by server.
I’m no scripter/programmer, but I can make an animation or two.
Also, i’m pretty sure that you have to delete the “Animate” localscript inside the character in order to have the custom one working.
Because the one operating first has full control, while the other doesn’t.
I have the animation I want, but I want everyone who joins the game to have the animation
check if your person or humanoidrootpart is anchored
You can find some code examples here that may help you.
Also check out this to see all properties available.