What do you want to achieve?
I’m trying to change the state of a Humanoid (just a regular block R15 rig) that’s within a WorldModel, of which that is within a ViewportFrame.
What is the issue?
When calling the following:
dummyHumanoid:ChangeState(Enum.HumanoidStateType.Jumping)
And running the game, the humanoid doesn’t actually jump, it’s animating because the character’s idle animation(s) are playing.
What solutions have you tried so far?
Although there is a solution to it I already know of, to get the jumping animation id, create an animation object and manually load the animation into the humanoid’s Animator and call :Play() on it. I’m just wondering if I’m missing something out, or worst case, it’s not possible and I have to go with the solution mentioned above.
I’m hoping it isn’t the solution I have to go with seeing as I need to apply the physics of jumping at the same time. I’ll have to manually move the character’s transform/CFrame, which sounds terrible to me but it is what it is.