Walk and Idle animations set in "Animate" localscript are overidden on client, but overlapped on server

Ok, so my animations set with a script are overidden on client but overlapped on server, I’m using animate localscript to animate it, and i can’t find out why. Script IS using Nebula’s EzConvert which is possibly the problem, I’m still unsure. Its using a function that sets walk,run,jump, and fall using animationIDs from animations in a folder.

– Thanks, TrapzFX.

I should clarify, “animate localscript” is the default animation script placed in a character model.

When you want to change the animations, I recommend firing a RemoteEvent and then using HumanoidDescriptions to apply the changes.

For more information on the HumanoidDescription System, as well as code snippets that show how to do what I just recommended, check out HumanoidDescription System.

Isnt working. Dunno why.

local function setupanimation(atype)
	humdesc = hum:GetAppliedDescription()

	humdesc.RunAnimation = script.AnimationPacks[atype].Walk.AnimationId
	humdesc.WalkAnimation = script.AnimationPacks[atype].Walk.AnimationId
	humdesc.JumpAnimation = script.AnimationPacks[atype].Jump.AnimationId
	humdesc.FallAnimation = script.AnimationPacks[atype].Fall.AnimationId
	humdesc.IdleAnimation = script.AnimationPacks[atype].Idle.AnimationId

	hum:ApplyDescription(humdesc)
	print("applied")
end