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@Ogrecakes, inst.AnimState:SetBank('bank name')

 

Um, what am I supposed to do with this? Like, is there a line that brings this into action like "OnEmote: inst.AnimState:SetBank('bank name')"?

@Ogrecakes, That line of code will set the new animation bank you want to use. You still have to play the animations and set how animations are handled exactly like the original prefabs are set up. This just makes it where you can use new animations if you so desire from the animation bank. Alternatively you could set the animation bank name to the 'wilson' and you wouldn't need to change the bank name you'd simply play the animation like normal.

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