You can write your topic however you want, but you need to answer these questions:
-
What do you want to achieve? Keep it simple and clear!
Whenever I published my animation (Idle priority), it looks different in game. -
What is the issue? Include screenshots / videos if possible!
What the rig looks like: (No other keyframes are present)
What it looks like in game:
Code for the axe
local axe = script.Parent
local swingAnim = axe:WaitForChild(“Swing”)
local idleAnim = axe:WaitForChild(“Idle”)
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild(“Humanoid”)
local animator = humanoid:WaitForChild(“Animator”)
local axeSwing = animator:LoadAnimation(swingAnim)
local axeIdle = animator:LoadAnimation(idleAnim)
axeIdle.Looped = true
local ghb = game:GetService(“ReplicatedStorage”):WaitForChild(“GenerateHitbox”)
local debounce = false
local equipped = false
axe.Equipped:Connect(function()
equipped = true
axeIdle:Play()
end)
axe.Unequipped:Connect(function()
equipped = false
axeSwing:Stop()
axeIdle:Stop()
task.wait(0.1)
debounce = false
end)
axe.Activated:Connect(function()
if (not debounce) then
debounce = true
axeSwing:Play()
wait(0.25)
if (character:WaitForChild(“Torso”):FindFirstChild(“Hitbox”) == nil and equipped == true) then
ghb:FireServer({size = Vector3.new(5,5,5),offset = CFrame.new(0,0,3),damage = 22.5,hitboxDuration = 0.25,horizontalknockback = Vector3.new(-12,-12,-12),verticalknockback = Vector3.new(0,0,0)}) --size, offset,effects,effectduration,damage,timer
end
axeSwing.Stopped:Wait()
task.wait(0.1)
debounce = false
end
end)
Code works alright. I don’t know why Roblox is rendering it differently?
Also yes, I know I can just rotate the tool, but the animation itself shouldn’t look different in the first place? The axe is Motor6D with the right arm and nothing else,