One method i tried was to use RenderStepped and constantly check if the player is moving or not, then i'll change the animation accordingly. However, this doesn't work for what i'm trying to accomplish because RenderStepped won't play the full animation.
Another method i tried was the change the Animate local script that is inserted into the character model by default like so
--//Equipped
tool.Equipped:Connect(function()
char:WaitForChild('Animate').walk.WalkAnim.AnimationId = Walk.AnimationId -- the animation i want to change it to
end)
This directly changes the Animation ID of the default animations but it doesn't seem to work.
