You said a run animation. As in did you set the animation you made to the walk animation inside the Animate script?
Try setting the priority to movement. It is recommended for walk, run, swim, climb, and other locomotion animations.
create.roblox.com/docs/reference/engine/enums/AnimationPriorityTry playing the Animation in the editor and make any adjustments you want to make it look better in your fitting.
If you still don't know what is wrong with the animation, try remaking it. I had an animation that was acting weird, so I just remade and the new in fact was better than the previous. I used the Animation Curve Editor, more info here:
create.roblox.com/docs/animation/curve-editorI use this for "certain" animations like Idle, Walk, and Jump to make them look a bit more alive and bendy. Without it, my animations look stiffer. You don't have to, but you can if you want to.
(For other kinds of animations, Actions. Maybe try renaming keyframes, so in a script you can check if you've reached the keyframe and if you have maybe stop the animation on time.)
Firstly, make sure the Rig is R6. Cause R15 animations will not work on R6 and vice versa. Secondly, make sure when you publish the animation, publish the animation to whatever branch your game is under.
What I mean by this is if you have an animation set to creator (me) and a game under a group, the animation will print failed to load sanitized id, so it won't work.
devforum.roblox.com/t/sanitized-id-error/2663279Secondly, you can preload assets in your game. Animations are one of them. So basically, it allows your animation to be loaded before, so on first play it actually works. Notice how in Pyrite Adventure 1, the Jump Animation doesn't play on first attempt, because the game is still loading in. Preload allows us to go far limits.
create.roblox.com/docs/reference/engine/classes/ContentProviderSo here's what you would do:
local ContentProvider = game:GetService("ContentProvider") -- Get the service
local table = {
Animation1,
Animation2,
Animation3,
Animation4}
ContentProvider:PreloadAsync({table here}) -- Doing this allows you to preload a table of multiple animations rather than one by one
And it's as simple as that.
If you get error messages, make sure to look for the line of code. Things can occur, especially spelling errors.
Thirdly, make sure your game is set to R6. So that your R6 animations will work.
Fourthly, make sure that you overwrite your animations, rather than making new ones over and over. This helps you stay organized.
And if you ever accidentally mess up an animation, you can revert it back to an earlier version in the Creator Dashboard.
devforum.roblox.com/t/accidentally-exported-animation-over-completely-separate-animation/969495And that's all I have to say. If you experience any issues, post a bug report, and I'm sure people will respond to you on the DevForum. Or just find people who may have the same issues as you.