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.
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.
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 think you might be trying to do this from the server. I’d recommend doing it from the client. Another thing to note is that there are two animations in idle: there is also a looking around animation. You also only run your code when a player joins. You probably want to run the code each time a character is made. You can do this by connecting to Player.CharacterAdded.
Here is an example code that would go in a local script placed in StarterPlayerScripts:
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
player.CharacterAdded:Connect(function(character)
local newAnimation = Instance.new("Animation")
newAnimation.AnimationId = "http://www.roblox.com/asset/?id=507771019"
local animateScript = character:WaitForChild("Animate")
local idle = animateScript:WaitForChild("idle")
for _, child in ipairs(idle:GetChildren()) do
child:Destroy()
end
newAnimation.Parent = idle
end)