I have a looping animation that is played in a localscript,
local function RemoveControl() AnimationPlayback = players.LocalPlayer.Character.Humanoid:LoadAnimation(Animation) AnimationPlayback:Play() end
Queued by a server script.
local cuff = Cuff:Clone() local rope = Rope:Clone() rope.Attachment0 = cuff.Handle.RopeAttachment rope.Attachment1 = jailer.Character:FindFirstChild("Right Arm"):FindFirstChild("RightGripAttachment") rope.Parent = cuff player.Character.Humanoid:AddAccessory(cuff) event:FireClient(player, { Type = 1 --Triggers above RemoveControl }) SetOwnershipRecursive(player.Character, jailer) --Sets network ownership to the jailer for proper physics
This animation is played fine serverside and on everyone but the person being cuffed. This is the jailor's view, and other player's views and the server's views are identical. This is the player that was cuffed's view For the player that was cuffed, no animations play at all, even the idle animations. You can force the animation to start by deleting the cuffs accessory, but this then forces the animation to end, the player gets stuck with their arms are held in the same position, even though the animationtrack was stopped, again, only on their client. Here is that picture.
What am I doing wrong here? Am I unable to mix network ownership and animations? I set the network ownership because otherwise the RopeConstraint bugs out physics.