Fe Animation Id Player Script Jun 2026
This ensures that animations are smooth, secure, and visible to the entire server.
For more control, you can use a server script that automatically replaces animation IDs when players join:
-- Handle character respawn player.CharacterAdded:Connect(function(newChar) character = newChar humanoid = character:WaitForChild("Humanoid") currentTrack = nil currentAnimation = nil statusLabel.Text = "Character respawned - Ready" end)
using UnityEngine;
FE Player Animations - #25 - Scripting Support - Developer Forum FE Animation Id Player Script
-- Roblox LocalScript: FE Animation ID Player -- Place inside StarterPlayerGui local Players = game:GetService("Players") local TweenService = game:GetService("TweenService") local player = Players.LocalPlayer local playerGui = player:WaitForChild("PlayerGui") -- Create the ScreenGui local screenGui = Instance.new("ScreenGui") screenGui.Name = "AnimPlayerGui" screenGui.ResetOnSpawn = false screenGui.Parent = playerGui -- Create Main Frame local mainFrame = Instance.new("Frame") mainFrame.Size = UDim2.new(0, 300, 0, 150) mainFrame.Position = UDim2.new(0.5, -150, 0.4, -75) mainFrame.BackgroundColor3 = Color3.fromRGB(35, 35, 35) mainFrame.BorderSizePixel = 0 mainFrame.Active = true mainFrame.Draggable = true -- Allows moving the GUI around mainFrame.Parent = screenGui -- Add rounded corners local uiCorner = Instance.new("UICorner") uiCorner.CornerRadius = UDim.new(0, 8) uiCorner.Parent = mainFrame -- Title Label local titleLabel = Instance.new("TextLabel") titleLabel.Size = UDim2.new(1, 0, 0, 30) titleLabel.BackgroundTransparency = 1 titleLabel.Text = "FE Animation ID Player" titleLabel.TextColor3 = Color3.fromRGB(255, 255, 255) titleLabel.Font = Enum.Font.SourceSansBold titleLabel.TextSize = 18 titleLabel.Parent = mainFrame -- Input TextBox for Animation ID local idInput = Instance.new("TextBox") idInput.Size = UDim2.new(0.9, 0, 0, 35) idInput.Position = UDim2.new(0.05, 0, 0.3, 0) idInput.BackgroundColor3 = Color3.fromRGB(50, 50, 50) idInput.TextColor3 = Color3.fromRGB(255, 255, 255) idInput.PlaceholderText = "Enter Animation ID here..." idInput.Text = "" idInput.Font = Enum.Font.SourceSans idInput.TextSize = 16 idInput.BorderSizePixel = 0 idInput.Parent = mainFrame local inputCorner = Instance.new("UICorner") inputCorner.CornerRadius = UDim.new(0, 5) inputCorner.Parent = idInput -- Play Button local playBtn = Instance.new("TextButton") playBtn.Size = UDim2.new(0.42, 0, 0, 35) playBtn.Position = UDim2.new(0.05, 0, 0.65, 0) playBtn.BackgroundColor3 = Color3.fromRGB(46, 125, 50) playBtn.TextColor3 = Color3.fromRGB(255, 255, 255) playBtn.Text = "Play Animation" playBtn.Font = Enum.Font.SourceSansBold playBtn.TextSize = 16 playBtn.BorderSizePixel = 0 playBtn.Parent = mainFrame local playCorner = Instance.new("UICorner") playCorner.CornerRadius = UDim.new(0, 5) playCorner.Parent = playBtn -- Stop Button local stopBtn = Instance.new("TextButton") stopBtn.Size = UDim2.new(0.42, 0, 0, 35) stopBtn.Position = UDim2.new(0.53, 0, 0.65, 0) stopBtn.BackgroundColor3 = Color3.fromRGB(198, 40, 40) stopBtn.TextColor3 = Color3.fromRGB(255, 255, 255) stopBtn.Text = "Stop Animation" stopBtn.Font = Enum.Font.SourceSansBold stopBtn.TextSize = 16 stopBtn.BorderSizePixel = 0 stopBtn.Parent = mainFrame local stopCorner = Instance.new("UICorner") stopCorner.CornerRadius = UDim.new(0, 5) stopCorner.Parent = stopBtn -- Animation Logic Variables local currentTrack = nil local animationObject = Instance.new("Animation") -- Execution Function local function playAnimation() local character = player.Character if not character then return end local humanoid = character:FindFirstChildOfClass("Humanoid") if not humanoid then return end local animator = humanoid:FindFirstChildOfClass("Animator") if not animator then animator = Instance.new("Animator") animator.Parent = humanoid end -- Clean up old running animation track if currentTrack then currentTrack:Stop() currentTrack:Destroy() end -- Extract pure numbers from input text local rawId = idInput.Text:match("%d+") if not rawId then idInput.Text = "Invalid ID!" return end -- Format the Asset ID string correctly animationObject.AnimationId = "rbxassetid://" .. rawId -- Load and play track local success, err = pcall(function() currentTrack = animator:LoadAnimation(animationObject) currentTrack.Priority = Enum.AnimationPriority.Action -- Overrides walking/idle states currentTrack:Play() end) if not success then warn("Failed to load animation: " .. tostring(err)) end end local function stopAnimation() if currentTrack then currentTrack:Stop() currentTrack:Destroy() currentTrack = nil end end -- Connect Events playBtn.MouseButton1Click:Connect(playAnimation) stopBtn.MouseButton1Click:Connect(stopAnimation) Use code with caution. Troubleshooting Common Issues Why Can't Other Players See My Animation?
: Use the Animator:LoadAnimation() method on the player's character.
local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() player.CharacterAdded:Connect(setupCharacter)
This script, credited to littensy, provides a comprehensive FE animation system. This ensures that animations are smooth, secure, and
To use any Animation ID Player Script, you first need animation IDs to play. Animation IDs can be found in several places:
// Example of assigning animation IDs in the Unity editor public class AnimationDictionary : ScriptableObject
The Ultimate Guide to Roblox FE Animation Id Player Scripts An FE (FilteringEnabled) Animation Id Player Script allows you to play any Roblox animation asset directly on your character in real-time. Since Roblox strictly enforces FilteringEnabled, scripts must be designed correctly to ensure your animations are visible to all other players in the server.
: User-generated content emotes also have associated animation IDs that can be played through appropriate scripts. local player = game
end
. This means other players will see your animation without needing a complex RemoteEvent setup. The Animator: It is best practice to use Animator:LoadAnimation()
Adjust the speed of animations using the SetAnimationSpeed method.
// Method to set the speed of the current animation public void SetAnimationSpeed(float speed)