Hey. If you fixed the problem with the animation, then maybe you don’t need to use my Script
anymore? What did you mean exactly by that?
Anyways, it still would be good to see your current code [same request as SelDraken]
Hey. If you fixed the problem with the animation, then maybe you don’t need to use my Script
anymore? What did you mean exactly by that?
Anyways, it still would be good to see your current code [same request as SelDraken]
Had school sorry, I’ll send screenshots in a bit.
local anim = game.ReplicatedStorage.Animations.Walk
local walk = script.Parent.Humanoid.Animator:LoadAnimation(anim)
script.Parent.Humanoid.StateChanged:Connect(function(_, new)
print(new)
if new == Enum.HumanoidStateType.Running then
if script.Parent.Humanoid.MoveDirection.Magnitude > 0 then
walk:Play()
end
else
walk:Stop()
-- Ideally you'd play your idle animation here (not necessary)
end
end)
Try commenting out walk:Stop()
. I replied late because I didn’t see this update, but next time @ me.
We’ll resolve this in PMs since this question is getting crowded with our one-to-one posts.
How I solved it was by replacing the walking animation in the Animate script itself. To do that you’ll have to clone the original and put it in StarterCharacterScripts (and make sure the name is still “Animate”).
It’s a custom startercharacter, though.
In that case just put the modified Animate script inside the custom character model
I changed p the Animate script a little, and it works. THank you.