Problem With Animations

Ok so animations wont work in server an idk why. I tried preload it, still no. Anybody can help?

Did you give the client network ownership of their stand?

ahh, no ig. how i can do this.

Upon joining, you would have to use the SetNetworkOwner function of the parts of the stand and pass the player in the function as an argument to give your client network ownership of your stand

You can replace this code in your PlayerAdded event, if you have one, where you give the player their stand and assign network ownership:

game.Players.PlayerAdded:Connect(function(player)
    local stand = -- clone stand here
    stand.Parent = workspace

    for _,v in pairs(stand:GetDescendants()) do
       if v:IsA("BasePart") then
            v:SetNetworkOwner(player)
       end
    end

    -- Alternatively, you can just give the player network ownership of the main root part instead of using the for loop above
    -- this just assumes you have a humanoid in it
    stand.Humanoid.RootPart:SetNetworkOwner(player)
end)

Oh tysm, but can i use it with AnimationController?

btw it wont help, same thing happens

local SetUp = game.ReplicatedStorage.Remotes.SetUp

SetUp.OnServerEvent:Connect(function(plr,status,stand)
	if status == "SetUp" then
		for	i,v in pairs(game.ReplicatedStorage.Models:GetChildren()) do
			if v.Name == stand then
				RealStand = v:Clone()
				RealStand.Parent = plr.Character
				local weld = Instance.new("Weld")
				weld.Part0 = RealStand.HumanoidRootPart
				weld.Part1 = plr.Character.HumanoidRootPart
				weld.Parent = RealStand
				RealStand.Name = "Stand"
			end
		end
		for _,v in pairs(RealStand:GetDescendants()) do
	       if v:IsA("BasePart") then
	            v:SetNetworkOwner(plr)
	       end
	    end
		pcall(function()
		StandScript = game.ServerScriptService.Locals:WaitForChild(stand):Clone()
		StandScript.Parent = plr.Character
		plr.PlayerGui:WaitForChild("Conf").Stand.Value = stand
		end)
	end
end)

You probably shouldn’t have welded it because that probably does something internally that doesn’t make animations replicate. You’re better off using the same code without the weld, and on the client, update the stand’s position every frame after the character was updated:

What you should have in the client:

local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local hrp = character:WaitForChild("HumanoidRootPart")

game:GetService("RunService"):BindToRenderStep("standUpdate", Enum.RenderPriority.Character.Value + 1, function()
    stand.HumanoidRootPart.CFrame = hrp.CFrame
end)