R15 Custom Walk/Run Animations are not replicatiing

I’m trying to achieve custom R15 animations within my game, specifically walk/run animations
All custom animations aside from the walk replicate, even after changing the animation IDs within the animate script. The animations appear to play incorrectly, as they work on the client side, however other clients cannot see the walk animation ( it appears as though the player is sliding). I’ve changed the AnimationID inside the RunAnim object inside the Animation script. I have verified that I own these objects within my group

I’ve changed the AnimationID inside the RunAnim object inside the Animation script. I have verified that I own these objects within my group. I tried keeping the Animation IDs different within the script and the actual animation object.

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Have you considered the property FilteringEnabled? If you’re using a LocalScript to do this, no wonder it won’t replicate.

I believe FilteringEnabled is a default property now? How would I work around this?

Server script, of course. LocalScripts are no longer replicated; FE is now forced on in every game.

Edit: And manipulate remotes, forgot to mention.

Yes. I understand that Local Scripts are no longer replicated. However the issue I’m having is particularly odd, as other custom animations such as Jump, Fall and Run are replicating. And when I play the walk animation through a separate local scripts. The animation appears to replicate.

Misconception:

Actually, animations played in the character in a local script is replicated to the server and then replicated to all clients.

As for your topic, did you try Humanoid.Running to play the animation?

Oh, didn’t realise that. Not much of an animator myself.

Have tried this, however my technical skills are somewhat lacking as a novice. I have made a sprint script which I believe may work in the same way.

Hmmm, I don’t see a problem of not replicated, but I found this in dev hub:

If an Animator is a descendant of a Humanoid or AnimationController in a Player’s Character then animations started on that Player’s client will be replicated to the server and other clients.

If the Animator is not a descendant of a player character, its animations must be loaded and started on the server to replicate.

Link: Animation | Documentation - Roblox Creator Hub

Hmm, I read this particular article as well. Seems to be a bug with the standard animate script ( which already throws errors at you…)

Maybe show your walking script? I’ll try to track down what’s the problem.

Will do, give me a second to paste.

Well, my run script is completely broken, so I’m going to re-write and see if that fixes.

Ok, so I’ve found a fix to this myself, essentially the bug is caused by having the same walkAnimID and runAnimID inside the animate script. To rectify the error, simply change your walkAnimID to ‘http://www.roblox.com/asset/?id=0

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Thanks, you’re life saver!

For anyone wondering i had default Animate localscript and i had same animationID for walk and run ID and i just opened the animation deleted 1 irrelevant keyframe uploaded it and set that as walk animation ID and it works just fine now (server (other players) now see the animation same exact way as client (yourself) sees it on their character)

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