R15 Strafing on R6?

I want to add strafing to r6, so i converted all the r15 strafing animations to r6, put them inside the r15 animate script and changed the models to r6, but it doesnt play the animations, im guessing this is becuase of different body stuffs, is there a way to still do this?

-- R15 animate script

-- humanoidR15AnimateLiveUpdates.lua

local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"

local UserGameSettings = UserSettings():GetService("UserGameSettings")

local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue

local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue

local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2

local humanoidSpeed = 0 -- speed most recently sent to us from onRunning()
local cachedRunningSpeed = 0 -- The most recent speed used to compute blends.  Tiny variations from cachedRunningSpeed will not cause animation updates.
local cachedLocalDirection = {x=0.0, y=0.0} -- unit 2D object space direction of motion
local smallButNotZero = 0.0001 -- We want weights to be small but not so small the animation stops
local runBlendtime = 0.2
local lastLookVector = Vector3.new(0.0, 0.0, 0.0) -- used to track whether rootPart orientation is changing.
local lastBlendTime = 0 -- The last time we blended velocities
local WALK_SPEED = 6.4
local RUN_SPEED = 12.8

local EMOTE_TRANSITION_TIME = 0.1

local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0

local PreloadedAnims = {}

local animTable = {}
local animNames = {
	idle = 	{
		{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
		{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
		{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
	},
	walk = 	{
		{ id = "http://www.roblox.com/asset/?id=507777826", weight = 10 }
	},
	run = 	{
		{ id = "http://www.roblox.com/asset/?id=507767714", weight = 10 }
	},

	swim = 	{
		{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 }
	},
	swimidle = 	{
		{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 }
	},
	jump = 	{
		{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 }
	},
	fall = 	{
		{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 }
	},
	climb = {
		{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
	},
	sit = 	{
		{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
	},
	toolnone = {
		{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
	},
	toolslash = {
		{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
	},
	toollunge = {
		{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
	},
	wave = {
		{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
	},
	point = {
		{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
	},
	dance = {
		{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
	},
	dance2 = {
		{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
	},
	dance3 = {
		{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
		{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
	},
	laugh = {
		{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
	},
	cheer = {
		{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
	},
}


local strafingLocomotionMap = {}
local fallbackLocomotionMap = {}
local locomotionMap = strafingLocomotionMap
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false}

math.randomseed(tick())

function findExistingAnimationInSet(set, anim)
	if set == nil or anim == nil then
		return 0
	end

	for idx = 1, set.count, 1 do
		if set[idx].anim.AnimationId == anim.AnimationId then
			return idx
		end
	end

	return 0
end

local function destroyWalkAnimations()
	for _,v in pairs(strafingLocomotionMap) do
		if v.track then
			v.track:Stop()
			v.track:Destroy()
			v.track = nil
		end
	end
	for _,v in pairs(fallbackLocomotionMap) do
		if v.track then
			v.track:Stop()
			v.track:Destroy()
			v.track = nil
		end
	end
	cachedRunningSpeed = 0
end


local maxVeloX, minVeloX, maxVeloY, minVeloY

local function resetVelocityBounds(velo)
	minVeloX = 0
	maxVeloX = 0
	minVeloY = 0
	maxVeloY = 0
end

local function updateVelocityBounds(velo)
	if velo then
		if velo.x > maxVeloX then maxVeloX = velo.x end
		if velo.y > maxVeloY then maxVeloY = velo.y end
		if velo.x < minVeloX then minVeloX = velo.x end
		if velo.y < minVeloY then minVeloY = velo.y end
	end
end

local function checkStrafingEnabled(velo)
	if maxVeloX == 0 or minVeloX == 0 or maxVeloY == 0 or minVeloY == 0  then
		if locomotionMap == strafingLocomotionMap then
			warn("Strafe blending disabled.  Not all quadrants of motion represented.")
		end
		locomotionMap = fallbackLocomotionMap
	elseif not strafingLocomotionMap["run"] or not strafingLocomotionMap["walk"] then
		if locomotionMap == strafingLocomotionMap then
			warn("Strafe blending disabled.  Run and walk must be strafing-friendly.")
		end
		locomotionMap = fallbackLocomotionMap
	else
		if locomotionMap ~= strafingLocomotionMap then
			locomotionMap = strafingLocomotionMap
			warn("Strafing reenabled")
		end
	end
end

local function setupWalkAnimations()
	resetVelocityBounds()
	-- check to see if we need to blend a walk/run animation
	for n,v in pairs(strafingLocomotionMap) do
		updateVelocityBounds(v.lv)
	end
	checkStrafingEnabled()
	for n,v in pairs(locomotionMap) do
		v.track = Humanoid:LoadAnimation(animTable[n][1].anim)
		v.track.Priority = Enum.AnimationPriority.Core
	end
end

local function replaceLocomotionTrack(name, lv)
	local restartWalks = false
	if currentAnim == "walk" and locomotionMap[name] then
		-- Need to tear down and startup locomotion
		destroyWalkAnimations()
		restartWalks = true
	end

	if lv then
		strafingLocomotionMap[name] = {lv=lv, speed = lv.Magnitude}
	else
		strafingLocomotionMap[name] = nil
	end
	if  name == "run"  or name == "walk" then
		if lv then
			fallbackLocomotionMap[name] = strafingLocomotionMap[name]
		else
			local speed = name == "run" and RUN_SPEED or WALK_SPEED
			fallbackLocomotionMap[name] = {lv=Vector2.new(0.0, speed), speed = speed}
			strafingLocomotionMap[name] = nil
		end
	end
	if restartWalks then
		setupWalkAnimations()
		lastBlendTime = 0
	end
end

function configureAnimationSet(name, fileList)
	if (animTable[name] ~= nil) then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0
	animTable[name].connections = {}

	-- check for config values
	local config = script:FindFirstChild(name)
	if (config ~= nil) then
		table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
		table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))

		local idx = 0

		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				local newWeight = 1
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject ~= nil) then
					newWeight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				idx = animTable[name].count
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				animTable[name][idx].weight = newWeight
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildAdded:connect(function(property) configureAnimationSet(name, fileList) end))
				table.insert(animTable[name].connections, childPart.ChildRemoved:connect(function(property) configureAnimationSet(name, fileList) end))
				local lv = childPart:GetAttribute("LinearVelocity")
				replaceLocomotionTrack(name, lv)

			end
		end
	end

	-- fallback to defaults
	if (animTable[name].count <= 0) then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
		end
	end

	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do
			if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
				Humanoid:LoadAnimation(animType[idx].anim)
				PreloadedAnims[animType[idx].anim.AnimationId] = true
			end
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	else
		if child:isA("StringValue") then
			animNames[child.Name] = {}
			configureAnimationSet(child.Name, animNames[child.Name])
		end
	end
end

script.ChildAdded:connect(scriptChildModified)
script.ChildRemoved:connect(scriptChildModified)

-- Clear any existing animation tracks
-- Fixes issue with characters that are moved in and out of the Workspace accumulating tracks
local animator = if Humanoid then Humanoid:FindFirstChildOfClass("Animator") else nil
if animator then
	local animTracks = animator:GetPlayingAnimationTracks()
	for i,track in ipairs(animTracks) do
		track:Stop(0)
		track:Destroy()
	end
end

for name, fileList in pairs(animNames) do
	configureAnimationSet(name, fileList)
end
for _,child in script:GetChildren() do
	if child:isA("StringValue") then
		animNames[child.Name] = {}
		configureAnimationSet(child.Name, animNames[child.Name])
	end
end

-- ANIMATION

-- declarations
local toolAnim = "None"
local toolAnimTime = 0

local jumpAnimTime = 0
local jumpAnimDuration = 0.31

local toolTransitionTime = 0.1
local fallTransitionTime = 0.2

local currentlyPlayingEmote = false

-- functions

function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	if currentlyPlayingEmote then
		oldAnim = "idle"
		currentlyPlayingEmote = false
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	for _,v in pairs(locomotionMap) do
		if v.track then
			v.track:Stop()
			v.track:Destroy()
			v.track = nil
		end
	end

	return oldAnim
end

local function getRigScale()
	if userAnimateScaleRun then
		return Character:GetScale()
	else
		return 1
	end
end

function getHeightScale()
	if Humanoid then
		if not Humanoid.AutomaticScalingEnabled then
			-- When auto scaling is not enabled, the rig scale stands in for
			-- a computed scale.
			return getRigScale()
		end

		local scale = Humanoid.HipHeight / HumanoidHipHeight
		if AnimationSpeedDampeningObject == nil then
			AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
		end
		if AnimationSpeedDampeningObject ~= nil then
			scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight
		end
		return scale
	end
	return getRigScale()
end


local function signedAngle(a, b)
	return -math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y)
end

local angleWeight = 2.0
local function get2DWeight(px, p1, p2, sx, s1, s2)
	local avgLength = 0.5 * (s1 + s2)

	local p_1 = {x = (sx - s1)/avgLength, y = (angleWeight * signedAngle(p1, px))}
	local p12 = {x = (s2 - s1)/avgLength, y = (angleWeight * signedAngle(p1, p2))}
	local denom = smallButNotZero + (p12.x*p12.x + p12.y*p12.y)
	local numer = p_1.x * p12.x + p_1.y * p12.y
	local r = math.clamp(1.0 - numer/denom, 0.0, 1.0)
	return r
end

local function blend2D(targetVelo, targetSpeed)
	if userAnimateScaleRun then
		local heightScale = getHeightScale()
		targetVelo /= heightScale
		targetSpeed /= heightScale
	end

	local h = {}
	local sum = 0.0
	for n,v1 in pairs(locomotionMap) do
		if targetVelo.x * v1.lv.x < 0.0 or targetVelo.y * v1.lv.y < 0 then
			-- Require same quadrant as target
			h[n] = 0.0
			continue
		end
		h[n] = math.huge
		for j,v2 in pairs(locomotionMap) do
			if targetVelo.x * v2.lv.x < 0.0 or targetVelo.y * v2.lv.y < 0 then
				-- Require same quadrant as target
				continue
			end
			h[n] = math.min(h[n], get2DWeight(targetVelo, v1.lv, v2.lv, targetSpeed, v1.speed, v2.speed))
		end
		sum += h[n]
	end

	--truncates below 10% contribution
	local sum2 = 0.0
	local weightedVeloX = 0
	local weightedVeloY = 0
	for n,v in pairs(locomotionMap) do

		if (h[n] / sum > 0.1) then
			sum2 += h[n]
			weightedVeloX += h[n] * v.lv.x
			weightedVeloY += h[n] * v.lv.y
		else
			h[n] = 0.0
		end
	end
	local animSpeed
	local weightedSpeedSquared = weightedVeloX * weightedVeloX + weightedVeloY * weightedVeloY
	if weightedSpeedSquared > smallButNotZero then
		animSpeed = math.sqrt(targetSpeed * targetSpeed / weightedSpeedSquared)
	else
		animSpeed = 0
	end

	if not userAnimateScaleRun then
		animSpeed = animSpeed / getHeightScale()
	end
	local groupTimePosition = 0
	for n,v in pairs(locomotionMap) do
		if v.track.IsPlaying then
			groupTimePosition = v.track.TimePosition
			break
		end
	end
	for n,v in pairs(locomotionMap) do
		-- if not loco
		if h[n] > 0.0 then
			if not v.track.IsPlaying then
				v.track:Play(runBlendtime)
				v.track.TimePosition = groupTimePosition
			end

			local weight = math.max(smallButNotZero, h[n] / sum2)
			v.track:AdjustWeight(weight, runBlendtime)
			v.track:AdjustSpeed(animSpeed)
		else
			v.track:Stop(runBlendtime)
		end
	end

end

local function getWalkDirection()
	local walkToPoint = Humanoid.WalkToPoint
	local walkToPart = Humanoid.WalkToPart
	if Humanoid.MoveDirection ~= Vector3.zero then
		return Humanoid.MoveDirection
	elseif walkToPart or walkToPoint ~= Vector3.zero then
		local destination
		if walkToPart then
			destination = walkToPart.CFrame:PointToWorldSpace(walkToPoint)
		else
			destination = walkToPoint
		end
		local moveVector = Vector3.zero
		if Humanoid.RootPart then
			moveVector = destination - Humanoid.RootPart.CFrame.Position
			moveVector = Vector3.new(moveVector.x, 0.0, moveVector.z)
			local mag = moveVector.Magnitude
			if mag > 0.01 then
				moveVector /= mag
			end
		end
		return moveVector
	else
		return Humanoid.MoveDirection
	end
end

local function updateVelocity(currentTime)

	local tempDir

	if locomotionMap == strafingLocomotionMap then

		local moveDirection = getWalkDirection()

		if not Humanoid.RootPart then
			return
		end

		local cframe = Humanoid.RootPart.CFrame
		if math.abs(cframe.UpVector.Y) < smallButNotZero or pose ~= "Running" or humanoidSpeed < 0.001 then
			-- We are horizontal!  Do something  (turn off locomotion)
			for n,v in pairs(locomotionMap) do
				if v.track then
					v.track:AdjustWeight(smallButNotZero, runBlendtime)
				end
			end
			return
		end
		local lookat = cframe.LookVector
		local direction = Vector3.new(lookat.X, 0.0, lookat.Z)
		direction = direction / direction.Magnitude --sensible upVector means this is non-zero.
		local ly = moveDirection:Dot(direction)
		if ly <= 0.0 and ly > -0.05 then
			ly = smallButNotZero -- break quadrant ties in favor of forward-friendly strafes
		end
		local lx = direction.X*moveDirection.Z - direction.Z*moveDirection.X
		local tempDir = Vector2.new(lx, ly) -- root space moveDirection
		local delta = Vector2.new(tempDir.x-cachedLocalDirection.x, tempDir.y-cachedLocalDirection.y)
		-- Time check serves the purpose of the old keyframeReached sync check, as it syncs anim timePosition
		if delta:Dot(delta) > 0.001 or math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then
			cachedLocalDirection = tempDir
			cachedRunningSpeed = humanoidSpeed
			lastBlendTime = currentTime
			blend2D(cachedLocalDirection, cachedRunningSpeed)
		end
	else
		if math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then
			cachedRunningSpeed = humanoidSpeed
			lastBlendTime = currentTime
			blend2D(Vector2.yAxis, cachedRunningSpeed)
		end
	end
end

function setAnimationSpeed(speed)
	if currentAnim ~= "walk" then
		if speed ~= currentAnimSpeed then
			currentAnimSpeed = speed
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		local repeatAnim = currentAnim
		-- return to idle if finishing an emote
		if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
			repeatAnim = "idle"
		end

		if currentlyPlayingEmote then
			if currentAnimTrack.Looped then
				-- Allow the emote to loop
				return
			end

			repeatAnim = "idle"
			currentlyPlayingEmote = false
		end

		local animSpeed = currentAnimSpeed
		playAnimation(repeatAnim, 0.15, Humanoid)
		setAnimationSpeed(animSpeed)
	end
end

function rollAnimation(animName)
	local roll = math.random(1, animTable[animName].totalWeight)
	local origRoll = roll
	local idx = 1
	while (roll > animTable[animName][idx].weight) do
		roll = roll - animTable[animName][idx].weight
		idx = idx + 1
	end
	return idx
end

local function switchToAnim(anim, animName, transitionTime, humanoid)
	-- switch animation
	if (anim ~= currentAnimInstance) then

		if (currentAnimTrack ~= nil) then
			currentAnimTrack:Stop(transitionTime)
			currentAnimTrack:Destroy()
		end
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end


		currentAnimSpeed = 1.0

		currentAnim = animName
		currentAnimInstance = anim	-- nil in the case of locomotion

		if animName == "walk" then
			setupWalkAnimations()
		else
			destroyWalkAnimations()
			-- load it to the humanoid; get AnimationTrack
			currentAnimTrack = humanoid:LoadAnimation(anim)
			currentAnimTrack.Priority = Enum.AnimationPriority.Core

			currentAnimTrack:Play(transitionTime)

			-- set up keyframe name triggers
			currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		end
	end
end

function playAnimation(animName, transitionTime, humanoid)
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	switchToAnim(anim, animName, transitionTime, humanoid)
	currentlyPlayingEmote = false
end

function playEmote(emoteAnim, transitionTime, humanoid)
	switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid)
	currentlyPlayingEmote = true
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

local toolAnimName = ""
local toolAnimTrack = nil
local toolAnimInstance = nil
local currentToolAnimKeyframeHandler = nil

function toolKeyFrameReachedFunc(frameName)
	if (frameName == "End") then
		playToolAnimation(toolAnimName, 0.0, Humanoid)
	end
end


function playToolAnimation(animName, transitionTime, humanoid, priority)
	local idx = rollAnimation(animName)
	local anim = animTable[animName][idx].anim

	if (toolAnimInstance ~= anim) then

		if (toolAnimTrack ~= nil) then
			toolAnimTrack:Stop()
			toolAnimTrack:Destroy()
			transitionTime = 0
		end

		-- load it to the humanoid; get AnimationTrack
		toolAnimTrack = humanoid:LoadAnimation(anim)
		if priority then
			toolAnimTrack.Priority = priority
		end

		-- play the animation
		toolAnimTrack:Play(transitionTime)
		toolAnimName = animName
		toolAnimInstance = anim

		currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc)
	end
end

function stopToolAnimations()
	local oldAnim = toolAnimName

	if (currentToolAnimKeyframeHandler ~= nil) then
		currentToolAnimKeyframeHandler:disconnect()
	end

	toolAnimName = ""
	toolAnimInstance = nil
	if (toolAnimTrack ~= nil) then
		toolAnimTrack:Stop()
		toolAnimTrack:Destroy()
		toolAnimTrack = nil
	end

	return oldAnim
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS

function onRunning(speed)
	local heightScale = if userAnimateScaleRun then getHeightScale() else 1

	local movedDuringEmote = currentlyPlayingEmote and Humanoid.MoveDirection == Vector3.new(0, 0, 0)
	local speedThreshold = movedDuringEmote and (Humanoid.WalkSpeed / heightScale) or 0.75
	humanoidSpeed = speed
	if speed > speedThreshold * heightScale then
		playAnimation("walk", 0.2, Humanoid)
		if pose ~= "Running" then
			pose = "Running"
			updateVelocity(0) -- Force velocity update in response to state change
		end
	else
		if emoteNames[currentAnim] == nil and not currentlyPlayingEmote then
			playAnimation("idle", 0.2, Humanoid)
			pose = "Standing"
		end
	end



end

function onDied()
	pose = "Dead"
end

function onJumping()
	playAnimation("jump", 0.1, Humanoid)
	jumpAnimTime = jumpAnimDuration
	pose = "Jumping"
end

function onClimbing(speed)
	if userAnimateScaleRun then
		speed /= getHeightScale()
	end
	local scale = 5.0
	playAnimation("climb", 0.1, Humanoid)
	setAnimationSpeed(speed / scale)
	pose = "Climbing"
end

function onGettingUp()
	pose = "GettingUp"
end

function onFreeFall()
	if (jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	end
	pose = "FreeFall"
end

function onFallingDown()
	pose = "FallingDown"
end

function onSeated()
	pose = "Seated"
end

function onPlatformStanding()
	pose = "PlatformStanding"
end

-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------

function onSwimming(speed)
	if userAnimateScaleRun then
		speed /= getHeightScale()
	end
	if speed > 1.00 then
		local scale = 10.0
		playAnimation("swim", 0.4, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Swimming"
	else
		playAnimation("swimidle", 0.4, Humanoid)
		pose = "Standing"
	end
end

function animateTool()
	if (toolAnim == "None") then
		playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
		return
	end

	if (toolAnim == "Slash") then
		playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end

	if (toolAnim == "Lunge") then
		playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
		return
	end
end

function getToolAnim(tool)
	for _, c in ipairs(tool:GetChildren()) do
		if c.Name == "toolanim" and c.className == "StringValue" then
			return c
		end
	end
	return nil
end

local lastTick = 0

function stepAnimate(currentTime)
	local amplitude = 1
	local frequency = 1
	local deltaTime = currentTime - lastTick
	lastTick = currentTime

	local climbFudge = 0
	local setAngles = false

	if (jumpAnimTime > 0) then
		jumpAnimTime = jumpAnimTime - deltaTime
	end

	if (pose == "FreeFall" and jumpAnimTime <= 0) then
		playAnimation("fall", fallTransitionTime, Humanoid)
	elseif (pose == "Seated") then
		playAnimation("sit", 0.5, Humanoid)
		return
	elseif (pose == "Running") then
		playAnimation("walk", 0.2, Humanoid)
		updateVelocity(currentTime)
	elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
		stopAllAnimations()
		amplitude = 0.1
		frequency = 1
		setAngles = true
	end

	-- Tool Animation handling
	local tool = Character:FindFirstChildOfClass("Tool")
	if tool and tool:FindFirstChild("Handle") then
		local animStringValueObject = getToolAnim(tool)

		if animStringValueObject then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = currentTime + .3
		end

		if currentTime > toolAnimTime then
			toolAnimTime = 0
			toolAnim = "None"
		end

		animateTool()
	else
		stopToolAnimations()
		toolAnim = "None"
		toolAnimInstance = nil
		toolAnimTime = 0
	end
end


-- connect events
Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)
Humanoid.PlatformStanding:connect(onPlatformStanding)
Humanoid.Swimming:connect(onSwimming)

-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
	local emote = ""
	if (string.sub(msg, 1, 3) == "/e ") then
		emote = string.sub(msg, 4)
	elseif (string.sub(msg, 1, 7) == "/emote ") then
		emote = string.sub(msg, 8)
	end

	if (pose == "Standing" and emoteNames[emote] ~= nil) then
		playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
	end
end)

-- emote bindable hook
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
	-- Only play emotes when idling
	if pose ~= "Standing" then
		return
	end

	if emoteNames[emote] ~= nil then
		-- Default emotes
		playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)

		return true, currentAnimTrack
	elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
		-- Non-default emotes
		playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)

		return true, currentAnimTrack
	end

	-- Return false to indicate that the emote could not be played
	return false
end

if Character.Parent ~= nil then
	-- initialize to idle
	playAnimation("idle", 0.1, Humanoid)
	pose = "Standing"
end

-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do
	local _, currentGameTime = wait(0.1)
	stepAnimate(currentGameTime)
end

Are you using the default Roblox animations? Those do not work on R6. only for R15. Each one has a select character it works for.

i converted all the r15 animations (work fine on r6) and put them in animate

1 Like
  • Make sure your animations have the proper keyframes added, such as β€œEnd”.
  • Are you getting any errors?