The walking animation bug is like stands

I tried it, must be the walking animation works, but there is a bug there because I looked the walking animation is ok. When I looked people the walking animation is not working. Please help us. Thanks in advance!

Character woman. Myself the walking animation is ok:

I looked people the walking animation is not working

how are you changing the walking animation? and where are you changing it? on the client? on the server?

Myself walking animation on the client is all good, when on the server people walking animation problem

simple, instead of playing the animation on the client, play it on the server


If anything

it’s a custom walking animation. Where are you modifying the players’ walking animation id?

I changed the character in animate walk id. When the normal characters are all fine except for the woman

Can you show the Animate script?

A script is usually
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-- humanoidAnimateR15Moods.lua

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

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

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

local EMOTE_TRANSITION_TIME = 0.1

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

local runAnimTrack = nil
local runAnimKeyframeHandler = nil

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 } 
			},
}

-- 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

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 = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and 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))
			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

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

function configureAnimationSetOld(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 = {}

	local allowCustomAnimations = true

	local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	if not success then
		allowCustomAnimations = true
	end

	-- check for config values
	local config = script:FindFirstChild(name)
	if (allowCustomAnimations and 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 = 1
		for _, childPart in pairs(config:GetChildren()) do
			if (childPart:IsA("Animation")) then
				table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				local weightObject = childPart:FindFirstChild("Weight")
				if (weightObject == nil) then
					animTable[name][idx].weight = 1
				else
					animTable[name][idx].weight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				idx = idx + 1
			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
			-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
		end
	end
	
	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do 
			Humanoid:LoadAnimation(animType[idx].anim)
		end
	end
end

-- Setup animation objects
function scriptChildModified(child)
	local fileList = animNames[child.Name]
	if (fileList ~= nil) then
		configureAnimationSet(child.Name, fileList)
	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	

-- 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

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end
	
	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end
	
	return oldAnim
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 rootMotionCompensation(speed)
	local speedScaled = speed * 1.25
	local heightScale = getHeightScale()
	local runSpeed = speedScaled / heightScale
	return runSpeed
end

local smallButNotZero = 0.0001
local function setRunSpeed(speed)
	local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation
	local normalizedRunSpeed  = 1
	local runSpeed = rootMotionCompensation(speed)

	local walkAnimationWeight = smallButNotZero
	local runAnimationWeight = smallButNotZero
	local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed
	local runAnimationTimerwarp = runSpeed/normalizedRunSpeed

	if runSpeed <= normalizedWalkSpeed then
		walkAnimationWeight = 1
	elseif runSpeed < normalizedRunSpeed then
		local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed)
		walkAnimationWeight = 1 - fadeInRun
		runAnimationWeight  = fadeInRun
		walkAnimationTimewarp = 1
		runAnimationTimerwarp = 1
	else
		runAnimationWeight = 1
	end
	currentAnimTrack:AdjustWeight(walkAnimationWeight)
	runAnimTrack:AdjustWeight(runAnimationWeight)
	currentAnimTrack:AdjustSpeed(walkAnimationTimewarp)
	runAnimTrack:AdjustSpeed(runAnimationTimerwarp)
end

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

function keyFrameReachedFunc(frameName)
	if (frameName == "End") then
		if currentAnim == "walk" then
			if userNoUpdateOnLoop == true then
				if runAnimTrack.Looped ~= true then
					runAnimTrack.TimePosition = 0.0
				end
				if currentAnimTrack.Looped ~= true then
					currentAnimTrack.TimePosition = 0.0
				end
			else
				runAnimTrack.TimePosition = 0.0
				currentAnimTrack.TimePosition = 0.0
			end
		else
			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
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 (runAnimTrack ~= nil) then
			runAnimTrack:Stop(transitionTime)
			runAnimTrack:Destroy()
			if userNoUpdateOnLoop == true then
				runAnimTrack = nil
			end
		end

		currentAnimSpeed = 1.0
	
		-- load it to the humanoid; get AnimationTrack
		currentAnimTrack = humanoid:LoadAnimation(anim)
		currentAnimTrack.Priority = Enum.AnimationPriority.Core
		 
		-- play the animation
		currentAnimTrack:Play(transitionTime)
		currentAnim = animName
		currentAnimInstance = anim

		-- set up keyframe name triggers
		if (currentAnimKeyframeHandler ~= nil) then
			currentAnimKeyframeHandler:disconnect()
		end
		currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
		
		-- check to see if we need to blend a walk/run animation
		if animName == "walk" then
			local runAnimName = "run"
			local runIdx = rollAnimation(runAnimName)

			runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
			runAnimTrack.Priority = Enum.AnimationPriority.Core
			runAnimTrack:Play(transitionTime)		
			
			if (runAnimKeyframeHandler ~= nil) then
				runAnimKeyframeHandler:disconnect()
			end
			runAnimKeyframeHandler = runAnimTrack.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
	if speed > speedThreshold * heightScale then
		local scale = 16.0
		playAnimation("walk", 0.2, Humanoid)
		setAnimationSpeed(speed / scale)
		pose = "Running"
	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)
	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


hmm. the animate script is normal

try changing the walk animation in the animation script too

in line 45

I tried changing it, but it doesn’t work either

Where did you upload the animations, my owner had a similiar bug too kind of where the animations worked on his side but not on other clients. It might be a sanitized ID error that isn’t showing in the output.

what i want to know is WHERE you are modifying the player’s animation id. serverscript or localscript?

Hmm. I see. I don’t need any bugs, that’s fine, I don’t like that the walk animation woman doesn’t work, I wanted that to solve the problem

I used a walking animation localscript

I’ll post here who can check on walk animation bug
TestingAnimateWalkBug.rbxl (87.0 KB)
Or

it worked for me…

(30titik)

How? If you can send me a place? I’m need a walking animation without without the bug

Pretty sure the server isn’t going to do anything here.

You’re just loading animation with humanoid instead of humanoid.Animator.

Animator replicates to the server.

They both replicate to the server, the difference is that Animator is more functional and optimized than Humanoid.