FPS viewmodel animation playing incorrectly

I am in the midst of trying to create my own FPS framework and I am currently following EgoMooses guide on how to create the first person aspect of a FPS shooter, and I am stuck on how to play the animation of the viewmodel and the gun.
When I play the Animation that I made for the viewmodel, it doesn’t appear like it was in the animation editor.

Sorry if this is the wrong topic, but someone told me this issue has something to do with my code

Expected behavior

Actual behavior in game

Viewmodel/gun model pose before I add animations

Current Code:

local player = game.Players.LocalPlayer
local remoteEvents = game.ReplicatedStorage:WaitForChild("RemoteEvents")
local run = game:GetService("RunService")

local char = script.Parent
local cam = workspace.Camera

local Revolver = game.ReplicatedStorage:WaitForChild("Revolver"):Clone()
Revolver.Parent = workspace


player.CameraMode = Enum.CameraMode.LockFirstPerson
cam.FieldOfView = 90

local arms = game.ReplicatedFirst.Viewmodel:Clone()
arms.Parent = cam
Revolver.Parent = arms

local joint = Instance.new("Motor6D");
joint.C0 = CFrame.new(0, -1, -5)
joint.Part0 = arms.CameraBone
joint.Part1 = Revolver.Handle
joint.Parent = arms.CameraBone
remoteEvents.setup:FireServer(Revolver)

local Idle = game.ReplicatedStorage:WaitForChild("Animation")
local Anim = arms.AnimationController.Animator:LoadAnimation(Idle)
Anim:Play()

local function onUpdate(dt)

arms.CameraBone.CFrame = cam.CFrame
remoteEvents.tiltAt:FireServer(math.asin(cam.CFrame.LookVector.y))

end

run.RenderStepped:Connect(onUpdate)

Is the Motor6d Joint the same name as the one in the animation?

Rotate the handle of the gun, or whatever part you grip it by. If it’s a tool that has the actual model inside it, you can use a tool grip editor plugin.

Edit: I found a fix(Can’t remember what it was though)