I’ve found a solution, but unfortunately it’s not the coolest. It’d be great if Roblox gave us a way to better control replicated animations…
Video below showing that my front-flip doesn’t replicate and instead I’ve told it to play a different animation on all other clients.
How I did this (for anyone who wants to do this)
- Had the server delete the Animator named “Animator” in the Humanoid
- Had all client’s delete the Animator named “Animator” in all character humanoids
- When a client plays an animation, it can choose to replicate it
- When “true” on replication, :FireServer() on a RemoteEvent that will tell all clients except the firing player’s client to create and play an animation (via :FireClient()) on a locally created Animator object for that firing player’s character. Clients are listening on the same RemoteEvent for a client-event telling them what to replicate and on which player’s character.
Then the result in the video is achieved. You now have control over which animations get replicated and/or which to only play on a single client.
I did this so I can achieve a first-person camera that shows (for the player in first person) different animations than all other clients see.