(help) disable default holding tool animation

Yes the animation is working but it doesnt continuesly play because the stupid hand up animation keeps playing. How can I disable that?

I have tried this solution, but it doesnt work.

local tool = script.Parent

local m6d
local equipped = false
local animationtrack

tool.Equipped:Connect(function()
    print("Equipped")
    equipped = true
    local char = tool.Parent
    local humanoid = char:FindFirstChild("Humanoid")
    local animator:Animator = humanoid:FindFirstChild("Animator")
    local animation:Animation = animator:FindFirstChild("Animation")
    local a:Weld = char:FindFirstChild("RightHand"):WaitForChild("RightGrip")
    m6d = Instance.new("Motor6D")
    m6d.Parent = char:FindFirstChild("RightHand")
    m6d.Name = "RightGrip"
    m6d.Part0 = a.Part0
    m6d.Part1 = a.Part1
    m6d.C0 = a.C0
    m6d.C1 = a.C1
    a:Destroy()
    animation.AnimationId = animationid
    animationtrack = animator:LoadAnimation(animation)
    animationtrack.Priority = Enum.AnimationPriority.Action
    animationtrack:Play()
end)
2 Likes

you have to play animation that’s priority is higher, use action for this, i’m using it and it’s working nice, otherwise you can don’t use tools to make tools, you can make your own custom system, it’s only some welding and replication control with remotes

but I am using Action priority which is the highest

1 Like

you can experiment with animations inside player, i’m 100% sure there is animation special for tool holding, here tutorial: Change Default Animations

If the Tool doesn’t have a “Handle” object inside of it, then the default arm animation doesn’t play.

You could try not using a “Handle” part inside of the Tool, and instead create the new handle part yourself using Tool.Equipped and Tool.Unequipped to create/destroy the new handle.

I would create the new handle and place it into ServerStorage somewhere as a reference, then copy that.
Something like:

HandleOriginal = game.ServerStorage.HandleOriginal
Handle = nil
Tool.Equipped:Connect(function()
    Handle = HandleOriginal:Clone()
    local Weld = Instance.new("Weld")
    Weld.Part0 = Character.RightHand
    Weld.Part1 = Handle
    Weld.C0 = CFrame.new(0,2,0)*CFrame.Angles(0,1,0)
    Weld.Parent = Handle
    Handle.Parent = Character
end)
Tool.Unequipped:Connect(function()
    Handle:Destroy()
end)

Actually Action4 is the highest priority, so try using that instead. Here’s a list of all currently available animation priorities: