unanchor the dummy to move ingame
obviously the animation wont work on an R15 rig if the animation is made in an R6 rigā¦
āCanāt moveā is probably just an anchored model. Not the problem at hand. The Dummy looks to be consistent. R6 confirmed, so I am just imagining joints!
Thereās not a lot of moving parts left. Last thing I can think of is manually setting the position and rotation of the handle (thatās clearly the problem with the machine gun).
The last 2 videos confirm itās an R6 model with a bendy looking arm. I was fooled by the shape and lighting.
I just noticed I was going to strikethrough my message
I think its caused by a weld connecting the gun to the arm, so the motor6d cannot point it forward.
Edit: it looks like there is a script pointing the gun. Maybe that is off? Or does it only set the z?
I made a community tutorial on animating tool handles.
One of which, actually does include this method within the script. If youād like to see it, here it is:
RightArmGrip = script.Parent.Parent["Right Arm"]:WaitForChild("RightGrip")
wait()
RightArmGrip:Destroy()
All tools come with the RequireHandle
property enabled by default, and I can confirm that the RightGrip does mess with your animations. I mean, we can see that you had the tool grip editor open, so this has to be the culprit. Or at least a possible one at that.
Edit: This was kinda directed at @OP, and @mejackdaawesome2928
Edit 2: Oh yeah, if youād like, make that RightArmGrip
variable local
. At the time of the tutorial I wasnāt too good in scripting, and didnāt understand the true purpose of local.