I am working on this gun system, and I’m currently trying to add arms rotation so that the weapon aims where the player’s camera is looking, however it seems like the weapon holding animation is overwriting the motor6D cframe, because the rotation is just simply not applied, and there are only minor position differenes while doing a full Y axis camera rotation.
Here’s a clip of it happening:
This is a code I am running on every heartbeat to align the arms:
Thank you for the information, but that just makes me more confused on why setting the C0 is basically nullified/has no effect, I’ve also tried moving just the waist of the character instead of the arms, but while the upperTorso rotates somewhat normally, the arms just dislocate and stay in place instead of moving alongside the torso.
As @metatablecatmaid said use Motor6D.Transform instead of modifying C0, Transform allows you to apply transformations without being overwritten by animations.
That just seemingly has no effect, I think transform property is only to be used for describing the current offset caused by an animation. I tried setting the transform property on preAnimation, preRender and heartbeat just in case, but it doesn’t do absolutely anything
try setting Transform to CFrame.identity on PreRender, along with C0 = CFrame.new(C0.Position) * CFrame.Angles(workspace.CurrentCamera.CFrame.LookVector.Y, 0, 0)