changing local eulers does nothing till the whole model moves

I have an animation script that works fine, however when I change the animation value to include holding a wepond, it does nothing, until the player moves again, why is that? shouldent it update as soon as the local eulers are changed?

var Head : Transform;
var Legs : Transform[];
var Arms : Transform[];
var Torso : Transform;


private var Iswalking : boolean = false;
private var Isholding : boolean = false;
private var canim : String;


function UpdateAnimation(){
var s : String = "";
if (Iswalking)s+="Walking ";
else s+="Standin ";
if (Isholding) s+="Holding";
canim = s;
Changeanimation();
}

function UpdateAnim(i : int){
switch(i){
case 1:
	if (Iswalking == false) return;
	Iswalking = false;
	break;
case 2:
	if (Iswalking == true) return;
	Iswalking = true;
	break;
case 3:
	if (Isholding == false) return;
	Isholding = false;
	break;
case 4:
	if (Isholding == true) return;
	Isholding = true;
	break;
}
UpdateAnimation();
}


function Changeanimation(){
switch(canim){
case "Walking ":
	Turnsleft = 15;
	ammount = 80;
	Legs[0].localEulerAngles = Vector3.zero;
	Legs[1].localEulerAngles = Vector3.zero;
	Arms[0].localEulerAngles = Vector3.zero;
	Arms[1].localEulerAngles = Vector3.zero;
	break;
case "Standin ":
	Legs[0].localEulerAngles = Vector3.zero;
	Legs[1].localEulerAngles = Vector3.zero;
	Arms[0].localEulerAngles = Vector3.zero;
	Arms[1].localEulerAngles = Vector3.zero;
	break;
case "Walking Holding":
	Legs[0].localEulerAngles = Vector3.zero;
	Legs[1].localEulerAngles = Vector3.zero;
	Arms[1].localEulerAngles = Vector3(270,340,0);
	Arms[0].localEulerAngles = Vector3(270,40,0);
	break;
}
}

private var Turnsleft : float;
private var ammount : float;

function Animate(){
switch(canim){
case "Walking ":
	Legs[0].Rotate(Vector3(ammount*Time.deltaTime,0,0));
	Legs[1].Rotate(Vector3(-ammount*Time.deltaTime,0,0));
	Arms[0].Rotate(Vector3(ammount*Time.deltaTime,0,0));
	Arms[1].Rotate(Vector3(-ammount*Time.deltaTime,0,0));
	Turnsleft+=-1;
	if (Turnsleft == 0){
	Turnsleft = 30;
	ammount *=-1;
	}
	break;
case "Walking Holding":
	Legs[0].Rotate(Vector3(ammount*Time.deltaTime,0,0));
	Legs[1].Rotate(Vector3(-ammount*Time.deltaTime,0,0));
	Turnsleft+=-1;
	if (Turnsleft == 0){
	Turnsleft = 30;
	ammount *=-1;
	}
	break;
}
}


function FixedUpdate(){
Animate();
Head.LookAt(Head.position + Camera.mainCamera.transform.forward);
}

any help?

thanks

Never mind, its because I forgot to add a standing animation pose for holding a tool. lol