Thank you, figured out by accidentally using loadanimation in a dictionary table and it returns teh animation itself which saves a lot of time, then decided to do the same with modules
local Play:BindableEvent? = EventsFolder.PlayAnimation
local Animations:AnimationTrack? = {
["kick"] = Animator:LoadAnimation(__ANIMATIONS.DoorKick),
["dash"] = Animator:LoadAnimation(__ANIMATIONS.Dash),
["fireattack"] = Animator:LoadAnimation(__ANIMATIONS.FireAxeAttack)
}
Play.Event:Connect(function(Animation:string?)
if Animations[string.lower(Animation)] ~= nil then
Animations[string.lower(Animation)]:Play()
else
warn(Animation.. " doesnt exist in table.")
end
end)