#Animation Setup

1 messages · Page 1 of 1 (latest)

long mortar
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I'm trying to setup custom animations and am having issues.

In edit mode, in StarterPlayer > StarterCharacterScripts > Animate, I set:

WalkAnim.AnimationId = rbxassetid://99643782188753
RunAnim.AnimationId = rbxassetid://119505787282472

But when I enter play mode and inspect the live character’s Animate, those ids have changed to completely different ones:

LIVE WALK = rbxassetid://98523889209223
LIVE RUN = rbxassetid://87612809801968

So the issue is not just that defaults are playing — the actual AnimationIds on the cloned live Animate object are different from what I set in the template before play.
Then when I inspect the playing tracks, I get stock R15 locomotion ids:

TRACK walk = 507777826
TRACK run = 507767714

So the sequence seems to be:

I set custom ids in StarterCharacterScripts.Animate
play mode starts
the live Animate script on the character already has different custom ids than what I set
then the playing tracks are default anyway

I’m using the newer R15 Animate script, not the old R6 one. But I have tested with R6 too.

What could cause the AnimationIds themselves to change between the template in StarterCharacterScripts and the live cloned Animate on the character?
Things I’m wondering about:

Roblox remapping animation ids somehow?
asset ownership / permission substitution?
animation moderation / inaccessible asset replacement?
some avatar/Animate pipeline behavior I don’t know about?

If anyone knows why the live WalkAnim / RunAnim ids would be different from the ones set in StarterCharacterScripts, I’d really appreciate it.

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(i have asked chatgpt 5.4 on opencode using weppy mcp, but it ultimately didn't help)

long mortar
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bump

tacit depot
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local Players = game:GetService("Players")

local function onCharacterAdded(character)
    local animate = character:WaitForChild("Animate")
    animate.walk.WalkAnim.AnimationId = "rbxassetid://99643782188753"
    animate.run.RunAnim.AnimationId = "rbxassetid://119505787282472"
end

for _, player in Players:GetPlayers() do
    if player.Character then onCharacterAdded(player.Character) end
    player.CharacterAdded:Connect(onCharacterAdded)
end
Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(onCharacterAdded) end)

try this in startercharacterscripts in a localscript

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@long mortar

long mortar
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it looks like its updated them

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properly

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in the file tree, but i'm not seeing it in game

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okay so the live walk and live run are now what they should be

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but the animation track ones arent

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theyre default

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i'll try with 2 different animations

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i got it working

graceful windBOT
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studio** You are now Level 2! **studio

long mortar
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all i had to do was to change "animation clips" to Custom Clips

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and use that script

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still rlly strange that it gets populated with random ids using the normal animate script but

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whatever works ig