Is there any way to have a server animation not play on a client

I’ve been wondering for a while now since I have this horse I made and its working fine however all its animations are server side cause its a horse that uses a vehicle seat, but latency issues gives these animations a delay when being played…

So I was wondering if there is any way that we can play an animation client sided and replicate it to play in server but the server will not play the server side animation to the client animation because it overlaps the client animation making a repeated animation.

I want to basically keep the horse animation as accurate as possible to client’s controls while at the same time replicating it to the server.

Not entirely sure, maybe setting network ownership of the horse to the client?

How do you do that?
I’ve tried setting all the baseparts of the horse and even its humanoid to the player before but it doesnt change anything

You can probably also use remotes to play the animations? But, you can set network ownership of the horses PrimaryPart.

So I’d replicate states

IE: Play the animation on the local client and then tell the server that horse is in ______ mode. Then have the server tell all the other clients that the horse is in ______ mode and have each client load and play the animation onto that specific horse.

@ValuedSins NetworkOwnership is a property that deals with physics and has nothing to do with animations.

Yeah I was confused why I suggested using remotes to tell the server.

Yes I’ve been thinking of doing it like that too, I was hoping there would a much more convenient way to this problem… I guess there are none :frowning:

if you make the player the network owner of the horse you can change the animation type to action and it’ll play I think