I’m trying to figure out how to use the CustomGrip for this gun kit. I’m using a CustomGrip because I want the tool to be free from the right arm and not weld to it.
First of all, I named the handle “GunRoot” and used the name GunRoot in the animating process (using the default animation editor). I disabled RequiresHandle for the tool. I then enabled “CustomGripEnabled” in the tool’s settings and also put the CustomGripPart0 on the torso instead of the right arm.
When I tested it, the tool broke I guess. I did the equip animation, but it wouldn’t fire, reload or do anything else, it was just stuck on the torso now.
Help would be appreciated because I’m stuck in this situation.
i cannot tell from this video alone at all, it looks like ur idle anim isn’t even looped which is what i see rn, what does the output say though when you first equipped???
Hello, sorry for the late reply. My idle animation is looped and I set the priority as Action (for some reason, the Movement priority didn’t work when I made guns a few months ago for a different game, and Action worked for idle stuff)
also this is the contents of the output. From what I understand, some of the sounds in the gun kit failed to load, which isn’t really my issue. The others, I don’t really understand
From what you’ve described, it sounds like the tool is being attached successfully, but the gun framework is no longer able to find or use the expected parts. That’s why the equip animation plays but firing, reloading, and other actions stop working.
A few things to check:
Many gun kits assume the tool is attached to the right hand/arm.
Even if CustomGripEnabled lets you weld the tool somewhere else, the scripts may still:
Read the handle’s world position.
Expect the gun to move with the right arm.
Use the arm’s Motor6D for aiming or recoil.
RequiresHandle = false changes tool behaviour.
A lot of gun kits were written assuming there is still a Handle. Disabling it can break:
Equipping logic
Remote events
Animation markers
Internal references like Tool.Handle
Changing CustomGripPart0 to the torso may interfere with the framework.
The animation system may expect the weapon to be parented to the arm while the character animation moves it. If it’s welded to the torso instead, the scripts that calculate muzzle position or recoil may no longer work correctly.
About your configuration
Your configuration itself looks syntactically reasonable:
ok so once you enabled CustomGrip, you’ll also have to change the list of handle to match what you have in the settings index 1 so that it recognizes, this should be done everytime you make a new gun