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)