NPCs don't use walking animation despite script being present

I have a network of waypoints and NPCs, the movement between points all work fine. However, I cannot make the NPCs use their walking animation. They currently just stand still while moving. I have the script "Animate" set up (disabled as a child of main script) yet it still doesn’t work.

local pfs: PathfindingService = game:GetService("PathfindingService")
local ids: {number} = {1220039795, 1732675611, 3323364481, 1466878036}
local waypoints: Folder = workspace.Map.LobbyNPCs.Waypoints

for _, v: number in ids do
	local rig = game:GetService("Players"):CreateHumanoidModelFromUserId(v)
	rig.Humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None
	rig.HumanoidRootPart:PivotTo(waypoints:GetChildren()[math.random(#waypoints:GetChildren())]:GetPivot())
	rig.Parent = workspace.Map.LobbyNPCs
	local clonedAnimateScript = script.Animate:Clone()
	clonedAnimateScript.Parent = rig
	clonedAnimateScript.Enabled = true
	task.spawn(function()
		while true do
			local waypoint = waypoints:GetChildren()[Random.new():NextInteger(1, #waypoints:GetChildren())]
			local path = pfs:CreatePath({
				AgentCanJump = false;
				Costs = {
					LobbyNPCBarrier = math.huge;
				}
			})
			local success = pcall(function()
				path:ComputeAsync(rig.HumanoidRootPart.Position, waypoint.Position)
			end)
			if success and path.Status == Enum.PathStatus.Success then
				for _, point in path:GetWaypoints() do
					rig.Humanoid:MoveTo(point.Position)
					rig.Humanoid.MoveToFinished:Wait()
				end
			end
			task.wait(math.random(2, 5))
		end
	end)
end

Nevermind, I fixed this by loading characters by using :CreateHumanoidModelFromDescription(description, Enum.HumanoidRigType.R6) forcing the rig to be R6 and fit with the Animate script.

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