I’ve created an animation that showcases an M1 system. The sword model seems to be animated fine in the animation editor, but it doesn’t play when imported into the real game.
This is what the animation is supposed to look like:
This is what It looks like in-game:
I have a motor6D connected with the handle and right arm. I previously tried to make a new motor6D and connect it with the current player’s arm. Surprisingly, it still hasn’t worked.
Thanks for the reply! Although this thread is beneficial, I planned to make the weapon a sword model instead of a tool. If by any chance, here’s my code that focuses on making a new motor6D whenever I unsheathe the sword.
local katana = workspace:FindFirstChild('swords'):FindFirstChild('Katana'):Clone()
katana.Parent = character
local weldConstraint = Instance.new('WeldConstraint', character)
katana.CFrame = rightArm.CFrame * CFrame.new(0, -1, 0)
weldConstraint.Part0 = rightArm
weldConstraint.Part1 = katana
local stringInteger = 0
for _, anchoredParts in katana:GetDescendants() do
if anchoredParts:IsA('BasePart') or anchoredParts:IsA('UnionOperation') then anchoredParts.Anchored = false end
end
local motor6D = Instance.new('Motor6D', rightArm)
motor6D.Part0 = rightArm
motor6D.Part1 = katana
I kinda see the problem here
You weld the sword to the character’s arm that’s why the animation doesn’t play out like it should
You only need to weld the part that will not move
the M6D itself already kept the part from falling. you don’t need to weld it again
Thank you! It worked! It’s really common knowledge to un-weld the part before animating, but I was too inexperienced with motor6D’s. I appreciate your help!