I used a remote event, so I am looping through on client, but it still has the name “Animation”
Properly name animation objects
local animation = Instance.new("Animation")
animation.Name = "MyUniqueAnimationName" -- This is just for your reference
animation.AnimationId = "rbxassetid://123456789"
Load and Play Your Animation
local character = game.Players.LocalPlayer.Character or game.Players.LocalPlayer.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local animationTrack = humanoid:LoadAnimation(animation)
animationTrack:Play()
Handling Animations Dynamically
local animations = {}
-- Load and play the animation
local function playAnimation(animationId, customName)
local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://" .. animationId
local animationTrack = humanoid:LoadAnimation(animation)
animationTrack:Play()
animations[customName] = animationTrack
end
-- Example of playing an animation
playAnimation("123456789", "MyCustomAnimation")
Looping Through Your Custom Animation Storage
for name, track in pairs(animations) do
print(name) -- This will print "MyCustomAnimation" or any other custom names you've used
-- You can also access the track properties here
end
It is named, I’m not instancing animation objects, they are pre-made
key is to reference them correctly, manage their playing state (perhaps in a table, indexed by their names), and use their names to control their behavior within your game.
Referencing the animations isn’t my problem
So your saying it still has the name animation
When I print the name when looping through the playing animations, it prints animation instead of the name of the animation object
-- Assuming you have a list or a way to access your active animation tracks
for _, animationTrack in pairs(activeAnimations) do
-- Access the Animation object associated with the AnimationTrack
local animationObject = animationTrack.Animation
-- Now print the Name property of the Animation object
print(animationObject.Name)
end
Yeah, it prints animation for some weird reason, normally this occurs due to looping through on the server, but im looping through on the client, so I’m not sure why