I am very frustrated, for I have remade my animations from scratch multiple times to try and solve this issue.
When the player equips the tool, I am creating a Motor6d that holds the handle of the gun, to the HumanoidRootPart of the character, just as it is in the animation Dummie. I have made sure that the Motor6d’s properties are the same as the one in the Dummie.
The strange thing is that this issue only occurs about half the time. It works for about 10 minutes, then it fails and the animation of the gun is reversed.
It’s also weird that only the gun has this problem, but the arms of the character remain normal.
I never could figure out exactly why this was happening. However, I was able to work around this problem by attaching the handle of my gun to the “Torso” of the character, instead of the “HumanoidRootPart”.
Not sure how this made a difference, but I’m glad it did.
Not to bump this for no reason or anything, but I came across similar issues in my own animations (a table). I also set the Motor6D to be attached to the HumanoidRootPart, and I found that it also reversed the roles of the table and the character (for me it was 100% of the time).
I think it might be because the HumanoidRootPart is the root for the Motor6D of the lower torso, although even then I’m not sure why that would be an issue. All I know is that I don’t really have an option for object animations that depend on the character position without having to compensate for the rotation of other body parts. I selected HumanoidRootPart since it moves with the character and does not rotate, as well as not depending on the character’s playing animations.
I’m aware there are issues with using the HumanoidRootPart since it isn’t always located with the torso in running animations and such, but that doesn’t concern me if I am doing a full-body animation where I know the position of the torso ahead of time.
Does anyone know why the Motor6D works opposite when set to the HumanoidRootPart? I’m not the OP but I feel as though this question is unanswered.
I still would love a answer to this question as well. I was able to get around it, but with much more effort than it should have taken. Why, on occasion, does a non body part object, get messed up when you attach it to the HumanoidRootPart during an animation? I actually tinkered around with this a bit, and it seemed that it didn’t actually get reversed, just screwed up. It wasn’t a perfect reflection of where I should have been.