Can anyone help me with moter6d

I have a blade that has 5 random animations that can play if you press ur mouse button or tap ur screen using math.random and the animations don’t look the best because I can’t animate the tool it’s self only the hand moving and the tool sticking to it how could I animate wifh moter6d without messing up my random animations that play?

local player = game:GetService("Players").LocalPlayer

local character = player.Character

local animation1 = script.Parent:FindFirstChild(“Animation1”)
local animation2 = script.Parent:FindFirstChild(“Animation2”)
local animation3 = script.Parent:FindFirstChild(“Animation3”)
local animation4 = script.Parent:FindFirstChild(“Animation4”)
local animation5 = script.Parent:FindFirstChild(“Animation5”)

local swingAnimation1 = character.Humanoid:LoadAnimation(animation1)
local swingAnimation2 = character.Humanoid:LoadAnimation(animation2)
local swingAnimation3 = character.Humanoid:LoadAnimation(animation3)
local swingAnimation4 = character.Humanoid:LoadAnimation(animation4)
local swingAnimation5 = character.Humanoid:LoadAnimation(animation5)

local debounce = 3

local canSwing = true

script.Parent.Activated:Connect(function()
local Swing = math.random(1,5)
if Swing == 1 and canSwing == true then
canSwing = false
swingAnimation1:Play()
wait(debounce)
canSwing = true

else if Swing == 2 and canSwing == true then	
		canSwing = false
		swingAnimation2:Play()
		wait(debounce)
		canSwing = true
		
		
	else if Swing == 3 and canSwing == true then
			canSwing = false
			swingAnimation3:Play()
			wait(debounce)
			canSwing = true
			
		else if Swing == 4 and canSwing == true then
				canSwing = false
				swingAnimation4:Play()
				wait(debounce)
				canSwing = true
				
			else if Swing == 5 and canSwing == true then
					canSwing = false
					swingAnimation5:Play()
					wait(debounce)
					canSwing = true
				end
			end	
		end
	end
end

end)

Idk why it shows up like that but that’s script

properly formatted code block
local player = game:GetService("Players").LocalPlayer
local character = player.Character

local animation1 = script.Parent:FindFirstChild("Animation1")
local animation2 = script.Parent:FindFirstChild("Animation2")
local animation3 = script.Parent:FindFirstChild("Animation3")
local animation4 = script.Parent:FindFirstChild("Animation4")
local animation5 = script.Parent:FindFirstChild("Animation5")

local swingAnimation1 = character.Humanoid:LoadAnimation(animation1)
local swingAnimation2 = character.Humanoid:LoadAnimation(animation2)
local swingAnimation3 = character.Humanoid:LoadAnimation(animation3)
local swingAnimation4 = character.Humanoid:LoadAnimation(animation4)
local swingAnimation5 = character.Humanoid:LoadAnimation(animation5)

local debounce = 3

local canSwing = true

script.Parent.Activated:Connect(function()
	local Swing = math.random(1,5)
	if Swing == 1 and canSwing == true then
		canSwing = false
		swingAnimation1:Play()
		wait(debounce)
		canSwing = true

	else if Swing == 2 and canSwing == true then	
			canSwing = false
			swingAnimation2:Play()
			wait(debounce)
			canSwing = true
		
		
		else if Swing == 3 and canSwing == true then
				canSwing = false
				swingAnimation3:Play()
				wait(debounce)
				canSwing = true
			
			else if Swing == 4 and canSwing == true then
					canSwing = false
					swingAnimation4:Play()
					wait(debounce)
					canSwing = true
				
				else if Swing == 5 and canSwing == true then
						canSwing = false
						swingAnimation5:Play()
						wait(debounce)
						canSwing = true
					end
				end	
			end
		end
	end
end)


Using a table would greatly shorten your code.
local player = game:GetService("Players").LocalPlayer
local character = player.Character
local humanoid = character.Humanoid

local swingAnimations = {}
for i = 1, 5 do
	local animationName = "Animation" .. i
	local animation = script.Parent:FindFirstChild(animationName)
	swingAnimations[i] = humanoid:LoadAnimation(animation)
end

local debounce = 3

local canSwing = true

script.Parent.Activated:Connect(function()
	local Swing = math.random(1, 5)
	local swingAnimation = swingAnimations[Swing]
	if canSwing == true then
		canSwing = false
		swingAnimation:Play()
		wait(debounce)
		canSwing = true
	-- I would say use "elseif" instead of "else if" 
	-- but the table removes the need
	end
end)

I personally don’t know much about animating tools, but there are resources on the dev forum for it!