#animation scripting help

1 messages · Page 1 of 1 (latest)

astral hollow
#

like in blade ball when you switch weapons you have different animations(sword placements/waist vs back) how does that work?

Do I make an attribute "skins" and getattributechangedsignal I make the sword model a child of player character? and I replcae the default walking anim with the sword animation? same with the idle? like for example the sword is behind my back

astral hollow
#

game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)
wait(3)
char.Animate.walk.WalkAnim.AnimationId = "rbxassetid://127247119036316"
end)
end)

i got this from some dev forum but someone said i have to do this on the client not on the server. idk why

maiden sedge
#

char.animate can only be used in local scripts

astral hollow
astral hollow
#

game.Players.PlayerAdded:Connect(function(plr)
plr.CharacterAdded:Connect(function(char)

    char.Animate.walk.WalkAnim.AnimationId = "rbxassetid://127247119036316"
end)

end)
this works on a server script

maiden sedge
astral hollow
#

like player attributes

maiden sedge
#

client can read attributes but cant change it unless its on server

astral hollow
maiden sedge
#

everyone will still see the animation

#

only manually played aniamtion like humanid:Animator:LoadAnimation on local scripts make it visible only to client

#

humanoid.Animator:LoadAnimation

#

is what i meant