Okay so, Roblox likes to update animation data to the server for whatever reason. Now normally this wouldn’t be an issue, but for my movement animations there are 8 animations playing at once, which the animation weights are adjusted smoothly to give a nice effect.
The only downside to this is that because of 8 different animations having their weights and speeds and whatnot updated, you quite often get warnings saying that a player is spamming events (alongside a massive ping spike)
SO wrapping this up, I want to basically play all the movement animations purely on the client, in which I will update a couple of attributes to the other players (such as movement and input direction), which the other clients will make the animations and adjust them accordingly. How can I stop the server from playing animations? Attempting to stop the animations immediately after them playing with this code:
Animator.AnimationPlayed:Connect(function(Track)
local AllPlayingTracks = Animator:GetPlayingAnimationTracks()
for i, LoopedTrack in AllPlayingTracks do
if table.find(AnimationConfig.BannedServerSideAnimationsIDs, LoopedTrack.Animation.AnimationId) then
LoopedTrack:Stop()
end
end
end)
okay is not exactly the solution I wanted but as sent in this post
you can create a new animator instance on the client, which it then wont be updated to the server considering it doesnt exist on the server. Although the downside to this is every single animation needs to be manually updated to other clients if you want it to replicate.