GripModule - Module for Motor6D Grip Control in Animations

GripModule is a module that replaces Roblox’s default RightGrip weld with a custom Motor6D joint.

It gives you full control over how and where a tool is held in the player’s hand, including precise position and rotation, which is especially useful for custom animations such as:
Realistic weapon stances
Reloading or aiming animations
Interaction systems where RightGrip limits animation freedom.

Features:
Automatically replaces RightGrip with a Motor6D joint
Allows precise control of grip offset and orientation
Cleans up automatically when the tool is unequipped
Safe to reinitialize (no duplicates)
Works on both Client and Server (recommended to use on both).

You don’t need to credit me for using this module, but if you do, I really appreciate it!

Module

-- // Author: LwgoVlr

local RunService = game:GetService("RunService")

return function(Tool, Part0Name, Part1, Offset)
	local OffsetCFrame = Offset or CFrame.new()
	local Motor6D = nil
	local Equipped = false
	local Connections = {}

	local function FindRightArm(Char)
		if Part0Name then
			return Char:FindFirstChild(Part0Name)
		end
		return Char:FindFirstChild("RightHand") or Char:FindFirstChild("Right Arm")
	end

	local function CleanupMotor()
		if Motor6D then
			Motor6D:Destroy()
			Motor6D = nil
		end
	end

	table.insert(Connections, Tool.Equipped:Connect(function()
		Equipped = true
		local Char = Tool.Parent
		if not Char or not Char:IsA("Model") then
			warn("[GripModule]: Tool parent is not a character.")
			return
		end

		local Part0 = FindRightArm(Char)
		if not Part0 then
			warn("[GripModule]: Failed to locate Right Arm/Hand in character.")
			return
		end

		local Handle = Part1 or Tool:FindFirstChild("Handle")
		if not Handle or not Handle:IsA("BasePart") then
			warn("[GripModule]: Missing valid handle part.")
			return
		end
		
		local RA = Char:FindFirstChild("Right Arm")
		if RA then
			task.spawn(function()
				local Grip = Part0:WaitForChild("RightGrip")
				if Grip then Grip:Destroy() end
			end)
		else
			RA = Char:FindFirstChild("RightHand")
			if RA then
				local Grip = Part0:WaitForChild("RightGrip")
				if Grip then Grip:Destroy() end
			else
				warn("[GripModule]: Right Arm not found in character.")
			end
		end

		CleanupMotor()
		
		local IsServer = RunService:IsServer()
		
		Motor6D = Instance.new("Motor6D")
		Motor6D.Name = "Tool6D_"..(if IsServer then "Server" else "Client")
		Motor6D.Part0 = Part0
		Motor6D.Part1 = Handle
		Motor6D.C0 = OffsetCFrame
		Motor6D.C1 = CFrame.new()
		Motor6D.Parent = Part0
	end))

	table.insert(Connections, Tool.Unequipped:Connect(function()
		Equipped = false
		CleanupMotor()
	end))

	return {
		SetOffset = function(NewOffset)
			if Motor6D then
				Motor6D.C0 = NewOffset
			else
				warn("[GripModule]: Attempted to set offset before Motor6D exists.")
			end
		end,

		CleanUp = function()
			for _, Conn in Connections do
				Conn:Disconnect()
			end
			Connections = {}
			CleanupMotor()
		end,
	}
end

Usage

Tip: Run this module on both the Client and Server for the best results.

local Tool = script.Parent
local GripModule = require(script.Parent.GripModule)
local Grip = CFrame.new(0, 0, 0) * CFrame.fromOrientation(0, 0, 0)
local NewGrip = GripModule(Tool, nil, Tool.Handle, InitialGrip) -- // Change nil to the name of Part0, e.g: "Right Arm", "Left Arm"

Notes

The default RightGrip weld is automatically destroyed.
The custom Motor6D is named "Tool6D_Server" or "Tool6D_Client".
The module automatically cleans up when unequipped or reloaded.
You can update the grip offset at runtime using Grip.SetOffset(CFrame).

Also check out Vyntrick’s version, which achieves same result without needing to write a single line of script:
Tool 6D | Tool Animation Compatibility Layer!

7 Likes

Great module! This can be really helpful, as coding this thing yourself is very tiring and boring… But with this, we have way more customizability and it’s way easier, i love it!

1 Like

Having this sort of module is pretty helpful because animators are often constrained by not having proper access to animating Tool Handles.

I also made a module that serves a similar purpose. You can take a look at this for checking out another way to achieve similar results.

1 Like

True, Roblox’s handling of Tools can be really restrictive.
I checked out your system and really liked how you approached it. I hadn’t seen it before making mine, but it’s great to see how you tackled the same problem in a different way. I’ll make sure to credit you in my post too

2 Likes