During my development on my groups game, we have tested with packages provided mostly by Roblox. When we came down to the final stages of testing we found that some UGC packages flip the tool grip position completely 180 degrees around versus regular roblox packages.
Yea I would rather use a method by this one guy it’s a thread called “how to animate tools like knives” or something. Works with every package and has a lot more flexibility than using grip
Hey, I noticed this in my game as well…the fact that I’ve seen this across multiple ‘modern’ avatars, and only modern avatars suggests to me that there’s an issue with the template or importing tools that help put those in the game. The standard RightGripAttachment.Orientation is -90,0,0, I don’t have a lot of data points, but these modern models seem to have it at 90, 178.591, 0, resulting in any weapons being held backwards.
What I have done as a simple workaround (so far so good) when the character loads is
if self.rightGripAttachment and self.rightGripAttachment.Orientation ~= Vector3.new(-90,0,0) then
self.rightGripAttachment.Orientation = Vector3.new(-90, 0, 0)
end
(replace the self.rightGripAttachment reference with whatever variable you assign to their rightGripAttachment when the character loads)
Anyone that has imported customer avatar models see a potential flaw w/ how gripattachments are set? Seems like not the best process if it’s completely manual w/ no checks