I have a walking animation for a character, and when I walk it looks fine for me, but when I check on the server, it stays stiff when I walk, so nobody else can see my walking animation.
I have an animator in the humanoid and I use the roblox animate script
The animation is published under the same group as the game
I’ve read other posts and tried other things such as re publishing the animation, setting it to a different priority, and removing and re adding the animator to the humanoid. Nothing has worked.
just tested in 2 client test, and no the animation doesnt show for other players, only the player with the animation
i also tried it on a different character and got the same result, so its not an issue with that character
This might be a publishing issue, try publishing it on an account and test in that baseplate, if it does replicate its an issue with your group and publishing permissions
Hey! This issue is actually pretty common, happened to me when i was making a horror game as well! animations that play only on the client wont always show up for other players unless they’re handled in a way that Roblox replication system expects. In your case the walk animation looks fine for you but other players see the character stiff because the animation isn’t being replicated by the server.
You might also want to check the permission of where the animation asset is published under, if the animation is under your profile and the game is under some other place like under your group, other players will not be able to see your animation.
Or if the animation is only being loaded/played on the client other players might not see it. Try loading and starting the animation in a server script so that all clients get the replicated animated state.
i use the roblox animate script so i assumed it would be replicated through that?
the animation is published under the same group as the game im using it in
You must have the server install the Animator (either manually or by calling LoadAnimation from a server script), and you must have client scripts wait for that Animator instance to replicate.
It’s a known issue (since forever) that if you load animations from a client script before the Animator instance that the server creates has replicated to the client, your client script makes a new Animator under the Humanoid that is local-only and nothing that Animator plays will replicate to the server or any other players.
So if you have humanoid:LoadAnimation() calls in a client script, make sure you do humanoid:WaitForChild(“Animator”) and have the server-created Animator present first.
Are you possibly running more than one animation track with the same animation id? For example, if you were to use the exact same animation id for walk and run, it won’t work as expected because Roblox’s animation replication doesn’t support multiple animation tracks under one Animator using the same id.
So like, if you just copy-pasted the same id for walk and run, you might see it animate OK on your client, where both tracks are playing, but everywhere else (server and all other players’ clients) only one of the duplicate tracks will play, and it it happens to be the walk (which is near-zero weight when moving around on PC with WASD), you’d basically have no animation on server or other clients, or just a tiny amount of your animation blending, that you’d probably only notice right when the character starts or stops moving.
To fix this and still us the Roblox Animate script unmodified, you typically have to publish separate walk and run animations with different asset ids, even if they are the same actual animation data.
If this is also not the issue, could you share how exactly you’re installing your custom animations as the walk/run clips, like are you doing in the server, client, after the character spawns, etc?