Adding Joint Types to tools

           Right now, the engine adds a Weld object and use it to connect the Handle to the Right Arm or Right Hand for R15 models.
          But what if you wanted to make a tool that is animated? Well you would have to use Motor6D’s so you would script this unless you find a free model or plugin to help you do it faster :

  1. Delete the RightGrip Weld created on Tool.Equipped.
  2. Create a new Motor6D instance, set its properties before parenting to Right Arm or Right Hand.
  3. Delete the Motor6D after unequipping the tool.

Thus the Motor6D joint stays when the tool gets deleted or dropped leading to more coding.
To speed up this process, I propose this new Enum Property :

Tool.JointType :
          You mainly have 2 options which is Weld or Motor6D. When a new tool instance is created, the default value is Weld. The weld option behaves normally like how the engine currently adds the Right Grip “weld” object, uses the Tool.Grip offset, and connect the Tool.Handle to Right Arm or Right Hand. But the motor6d option replaces the right grip weld into a motor6d one, though it still behaves like a weld too, just animatable.

          If this motor6d option also works in studio which is what should happen, it can save time heavily because for ingame you would not have to script the abomination above and when animating you would not still have to connect the Handle to the Right Arm or Right Hand with a motor6d even with the motor6d option.

Additionally you could add Tool.AttachmentPart defaultly “Right Arm” :
          Basically, this tells the engine where to connect the Tool.Handle to in the rig.

          In anyway Roblox, I believe that this feature is easy to add as copying the code on how the engine adds a weld and connects the handle to the right arm or hand and pasting it but with just changes (create motor6d not weld) and hope you understand my feature request.

4 Likes

I agree,

Having grips as welds, is pretty outdated, most tools just motor6d something to the tool the animate it, why can we just do it directly?

We should also be allowed to set what is the Handle of the tool, instead of it being found with the first child called “Handle”

1 Like

Instead of calling this Joint Types, I feel like Grip Type fits more.

It should be a boolean, false (the default option) meaning a weld or weld constraint, and true being either a motor6d or their new animation constraint instance.