How do I make the sword stay in his hand straight

Alright, so I made an animation that makes the player jump and slash, and my question here is, how can I make the sword stay straight in the players hand?

Here is the video.
Edit:
Here is t he sword script.
-Note this script isn’t mine.

   Tool = script.Paren
   Handle = Tool:WaitForChild("Handle")

function Create(ty)
	return function(data)
		local obj = Instance.new(ty)
		for k, v in pairs(data) do
			if type(k) == 'number' then
				v.Parent = obj
			else
				obj[k] = v
			end
		end
		return obj
	end
end

local BaseUrl = "rbxassetid://"

Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")

DamageValues = {
	BaseDamage = 0,
	SlashDamage = 10,
	LungeDamage = 20
}

--For R15 avatars
Animations = {
	R15Slash = 522635514,
	R15Lunge = 4807086159
}

Damage = DamageValues.BaseDamage

Grips = {
	Up = CFrame.new(0, 0, -1.70000005, 0, 0, 1, 1, 0, 0, 0, 1, 0),
	Out = CFrame.new(0, 0, -1.70000005, 0, 1, 0, 1, -0, 0, 0, 0, -1)
}

Sounds = {
	Slash = Handle:WaitForChild("SwordSlash"),
	Lunge = Handle:WaitForChild("SwordLunge"),
	Unsheath = Handle:WaitForChild("Unsheath")
}

ToolEquipped = false

--For Omega Rainbow Katana thumbnail to display a lot of particles.
for i, v in pairs(Handle:GetChildren()) do
	if v:IsA("ParticleEmitter") then
		v.Rate = 20
	end
end

Tool.Grip = Grips.Up
Tool.Enabled = true

function IsTeamMate(Player1, Player2)
	return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

function Blow(Hit)
	if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then
		return
	end
	local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
	if not RightArm then
		return
	end
	local RightGrip = RightArm:FindFirstChild("RightGrip")
	if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
		return
	end
	local character = Hit.Parent
	if character == Character then
		return
	end
	local humanoid = character:FindFirstChildOfClass("Humanoid")
	if not humanoid or humanoid.Health == 0 then
		return
	end
	local player = Players:GetPlayerFromCharacter(character)
	if player and (player == Player or IsTeamMate(Player, player)) then
		return
	end
	UntagHumanoid(humanoid)
	TagHumanoid(humanoid, Player)
	humanoid:TakeDamage(Damage)	
end


function Attack()
	Damage = DamageValues.SlashDamage
	Sounds.Slash:Play()

	if Humanoid then
		if Humanoid.RigType == Enum.HumanoidRigType.R6 then
			local Anim = Instance.new("StringValue")
			Anim.Name = "toolanim"
			Anim.Value = "Slash"
			Anim.Parent = Tool
		elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
			local Anim = Tool:FindFirstChild("R15Slash")
			if Anim then
				local Track = Humanoid:LoadAnimation(Anim)
				Track:Play(0)
			end
		end
	end	
end

function Lunge()
	Damage = DamageValues.LungeDamage

	Sounds.Lunge:Play()
	
	if Humanoid then
		if Humanoid.RigType == Enum.HumanoidRigType.R6 then
			local Anim = Instance.new("StringValue")
			Anim.Name = "toolanim"
			Anim.Value = "Lunge"
			Anim.Parent = Tool
		elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
			local Anim = Tool:FindFirstChild("R15Lunge")
			if Anim then
				local Track = Humanoid:LoadAnimation(Anim)
				Track:Play(0)
			end
		end
	end	
	--[[
	if CheckIfAlive() then
		local Force = Instance.new("BodyVelocity")
		Force.velocity = Vector3.new(0, 10, 0) 
		Force.maxForce = Vector3.new(0, 4000, 0)
		Debris:AddItem(Force, 0.4)
		Force.Parent = Torso
	end
	]]
	
	wait(0.2)
	Tool.Grip = Grips.Out
	wait(0.6)
	Tool.Grip = Grips.Up

	Damage = DamageValues.SlashDamage
end

Tool.Enabled = true
LastAttack = 0

function Activated()
	if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
		return
	end
	Tool.Enabled = false
	local Tick = RunService.Stepped:wait()
	if (Tick - LastAttack < 0.2) then
		Lunge()
	else
		Attack()
	end
	LastAttack = Tick
	--wait(0.5)
	Damage = DamageValues.BaseDamage
	local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
		Name = "R15Slash",
		AnimationId = BaseUrl .. Animations.R15Slash,
		Parent = Tool
	})
	
	local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
		Name = "R15Lunge",
		AnimationId = BaseUrl .. Animations.R15Lunge,
		Parent = Tool
	})
	Tool.Enabled = true
end

function CheckIfAlive()
	return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end

function Equipped()
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChildOfClass("Humanoid")
	Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
	if not CheckIfAlive() then
		return
	end
	ToolEquipped = true
	Sounds.Unsheath:Play()
end

function Unequipped()
	Tool.Grip = Grips.Up
	ToolEquipped = false
end

Tool.Activated:Connect(Activated)
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)

Connection = Handle.Touched:Connect(Blow)

You should add the code to your post so we can help you.

Alright, I’ll make an edit :slight_smile:

1 Like

Do you mean to hold it straight down? If so, this might help you:

If you’re talking about how the sword points straight out from the player’s hand, a quick and simple fix would be to change the value for Grips.Out to the same as Grips.Up. You can do this by adding Grips.Out = Grips.Up underneath where the table Grips is defined or by copying and pasting the value for Up to Out.

1 Like