Handle and Hitbox are outside the new model, other parts are inside, showHandle is the primary part and has all other parts welded to it with motor6d’s, and the Handle is welded to showHandle… am I missing something?
showHandle should be welded to Handle, and Handle needs to be the primarypart.
Could u give me another rundown on how the tool/model should look like?
I don’t know if this works in Moon Animator, but in Roblox Animation Editor, you need to put your motor6Ds out of your tool to animate it
But you can put your Motor6Ds anywhere if Moon Animator still detects it and you can animate it.
Edit: In Roblox Animation Editor, you don’t actually need to move the motor6Ds out of the tool, you still can select them but it won’t show up in the Animation Editor
Since i use moon animator, all parts must be welded with motor6d’s to a base, which is the primary part of a model, if not, then theyre not animatable
I tried doing this, and for some reason the entire model moves to a wierd position and I dont know how to fix it
EDIT: I managed to fix its positioning, now all i have to do is to play the animation, but it doesn’t for some reason?
Try making the animation again?
I made my own by welding the animation part to the dummy (Dummy is just a rig I used for animating) root part with a motor6D and animated everything normally using the built-in animation editor and exported the animation then used it without problem. I just change the motor6D part0 from the dummy root part to the player root part:
-- this is the local script inside my tool
-- I just feel like letting the clients handle the animations than letting the server do it
local tool = script.Parent
local plr = game:GetService("Players").LocalPlayer
local char = plr.Character or plr.CharacterAdded:Wait()
local animator = char:WaitForChild("Humanoid"):WaitForChild("Animator")
local fireballAnim = animator:LoadAnimation(tool.FireballFloat)
tool.Equipped:Connect(function()
fireballAnim:Play()
end)
tool.Unequipped:Connect(function()
fireballAnim:Stop()
end)
-- SERVER SCRIPT, not local script! Or else you will be the only one seeing it play for your character root
tool.Equipped:Connect(function()
local char = script.Parent -- when tools are equipped, they go inside the character model
script.Ball.Part0 = char:WaitForChild("HumanoidRootPart")
end)
Also, I found out that you can literally put the tool animation part’s motor6D anywhere and it would still get animated like the original animation. AS LONG AS the motor6D is inside the character model
Could you show me a video on how you did it or how it looks like in-game and in the animator?
If you weld the ball part with motor6D to the humanoid root part, it will show in the Animation Editor
I use moon animator for this, will the result be any different?
I am not sure, you have to try it out
I redid the animation, the result is the same. Animation looks and acts good, in game its still welded to the hand. This is even after I replace the RightGrip with a motor6d
Why don’t you try using the roblox built-in animation editor?
I have tried it a few times, the result is the same regardless
can I see your motor6D? (just random text so I can send this reply)
Do you want to see the script or the entire tool model?
just the entire tool model (just random text again)
Find anything inside that I should fix?