Best I can say is that the tool isn’t named correctly thus causing the tool to not animate correctly this is not likely, but, that’s all I can think of for why it won’t work
The tool has one mesh in it called “Handle”, it’s named the same under the animation rig, so I don’t think it’s causing any issues.
Only other thing I can think of is that I am using a motor6D in the rig (to connect the sword to the arm), but I already have a script that sets one up when you equip the tool.
You have to use a Motor6D if you wanna make the sword animatable. Basically you’d be making it part of the rig. Use a rigging tool to rig it onto a dummy’s hand, make the animation, and then through code you’ll have to clone the sword and set the motor’s Part1 to the character’s hand.
This is a very bare bone explanation but it’s the only way to animate tools correctly.
Unsure then. Make sure the name of the Motor6D you use in Studio is the same as the one when play-testing.
So if the Motor6D you use when creating the animation is called “Motor6D” make sure it’s called the same in game.
It turns out that I had moved the sword in the animation rig OUTSIDE of the animation, so the actual default position of the sword was different to what the rig showed.
I reset the position and redid the animations, and everything works now!
Wait i don’t even have motor6d I just have the sword as a tool inside the character and I animate it like that. Do you perhaps know what I could do to fix the issue with that? Also when i delete the katana on the client the idle animation goes to the correct place
As @DEVLocalPlayer said, you have to use a motor6D to animate the sword correctly. Roblox automatically creates a motor6D called ToolGrip for any tools that have a handle part. Since my sword was not named handle, I had to manually set up a motor6D via script whenever the tool was equipped
Hey i just added a motor 6d named ToolGrip and I didn’t move the sword or anything only in the animation but the same thing still happends. Like exactly the same thing where for some reason the sword is above and not like i want it.
Not exactly sure what might be wrong, but here’s what got mine to work.
I renamed the handle of the sword to something other than “Handle” (ex. “Grip”)
When you set up the motor6D for the animation rig, don’t move the sword outside of any animations. ALL movements and edits dhould be a part of the animations
Set up a ServerScript that will create a new motor6D to attach the tool when a player quips it. Make sure it is exactly the same (same name, same Part0 and Part1, same parent, etc)
I’ve attached a photo of the ServerScript in a previous reply if you want to use the same one