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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