I’m working on my system for my community and I’ve ran into a problem. I made a animation in blender (which has worked for the other weapons, I’ve also checked the rig many times) it looks complete different in roblox animation editor and blender then when I play and use it in game it looks like this…
WHAT ITS SUPPOSE TO LOOK LIKE
WHAT HAPPENS IN GAME
I have nothing editing the gun offset or anything!
edit: he didn’t state the difference, the difference is that the right hand is a bit far from the musket and it’s more higher than it should be when reloading in the bullet for the musket
I assume you are using motar6ds, have you made sure to attach the weapon to which ever bodypart you are using as the base before loading/saving the animation? I’ve had similar stuff happen if I didn’t make sure my weapon was attached to a dummy to have the animation on while saving the animation.
actually, i think i’m seeing a bit of the animation missing… inverted transitions only turn certain smooth transitions into mega choppy ones, but it will not explain missing half of an animation.
did you code the reload animation to start immediately after firing? maybe the firing animation simply overrides all the visual effects of the prematurely triggered reload animation?
Isn’t welded to the arm, it’s welded to the head. When you equip the gun the script welds it to the head. In the dummy it’s also welded to the head, so the animation isn’t the problem. But in the script nothing is messing with the torso, or any mortor6ds, So it isnt the script.
Are you sure the tool’s property requirehandle is turned off? Or the parts with the name “Handle” in it renamed to something else? Otherwise, that’s the problem.
I have the require handle turned off, and I create my own “Handle” (Called MainPart) it’s always worked all you do is weld it using mortor6ds in the script. All the other animations are also made the exact same way