Animating a musket - best way?

Hey everyone!
I’m currently working on a musket (R15) and am now on the wondrous part of animations.
I’m currently struggling with the reloading animation, and am wondering if the current system if the best way possible.

Before we start, I think it’s important to note that the musket is welded to the LeftHand (via Motor6D), and that the ramrod is also connected via a Motor6d.

https://giant.gfycat.com/EducatedGrandGelada.webm

You can see the reload animation above, please pardon the animation, I’m not a good animator. As you see, around a few seconds into the animation the musket is still attached to the left hand. Well, to combat this, in a script it detects when it gets to a certain keyframed named: ConnectWeld. Once it reaches it, it creates a WeldConstraint between the handle of the musket and the rightarm (to simulate holding the rifle). Then, it disconnects it when it gets to the disconnectweld keyframe, etc… I think you see how the process works.

Anyhow, I’m wondering if there is a better system in place. I mean, I could just change the motor from LeftHand to RightHand at that keyframe and switch it back, or is the weldconstraint fine?

Just looking for any ideas, thanks :slight_smile:

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That’s an awesome animation you created! The only thing I see not sure if it’s an error, but the pole kind of spins like you’re doing a trick around 0:13, not sure if it’s suppose to be like that or it’s a mistake. If you need any ideas of how to animate you should go to other ROBLOX Military based games and see what they look like. Other then that it looks nice. Good job! :slight_smile:

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Yeah, the ramrod has to spin like that so the other end is going down, as that how a musket is reloaded in real life.

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You are going to have to switch between Motor6D’s and Welds unfortunately, although it is not too difficult. You can add event listeners like KeyframeReached to detect when to switch from Motor6D to weld and vice versa. The animation is half the work if you are going to animate it that way.

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That is what I am currently doing, however I was just curious if there was any better solutions anyone could think of

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