How to animate a tool/object with a Dummy in the Animation Editor

Nice! One of my projects involves the characters interacting with held objects like cups of tea and weapons. Just what I needed!

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No why would you that? You animate a model at one time.

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When I try your above steps, the magazine and bolt get completely misplaced once I set the Part0 and Part1 of the Motor6Ds.

https://gyazo.com/af1c41c880bda638caf398400ba45e34

Step 1. Weld the Mag and Bolt to the Handle.
Step 2. Insert the weapon/tool into the dummy. (My gun is a tool, but I also tried it as a regular model and the same thing occured…)
Step 2. Insert a Motor6D to the right hand of the Dummy and attach Part0 to the hand and Part1 to the Handle.
Step 3. Insert a Motor6D to the Handle named ‘Mag’ and set Part0 to the handle and Part1 to the Mag.
Step 4. Repeat step 3 for the Bolt instead of the Mag.
Step 5. Delete the welds in the Bolt and Mag. (At this point the mag and bolt instantly move several studs away from where they should be. I am not interested in just using the animation to correct the position, because that is not desirable behavior at all. Please help!

(I tried skipping the weld step since it shouldn’t be necessary for the mag and bolt and just went straight to the motor6d step and the same thing happened. I have no idea why this is happening.

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Are you able to link me a repro file? I can’t help much without taking a look at it myself.

I wasn’t setting the C0 or C1, thanks though! I am now using the Character Creator plugin to create the Motor6Ds.

Why does the specific part moved when I attach the Motor6D to handle and the specific part?

Edit: This can be solved by using a plugin.

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Try welding the Pump to the Handle like all the other parts, creating the Motor6D, and then deleting the weld after. This should in theory prevent it from moving.

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I solved it, your tutorial is definitely useful, however I think it will be move convenient to use the Custom Character Creator Plugin. I deleted the weld inside the part that I wish to animate and it works.
Also for some reasons there’s no weld/Motor6D inside the part that I wish to animate, but it still works as intended.

I tried it but it still moved few studs away, I have no idea why. But this doesn’t happen if I use the Custom Character Creator Plugin, I manually created these Motor6D. I can not use the plugin because there are too many parts in the tool and I can not select all of them with the plugin :frowning:

Please help! Much appreciated!

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Can you send me a repro file with that weapon and dummy rig in the gif? I’ll be able to look into it better that way.

Sent you through private message.

But I ran into another problem, for an example, I wanted to animate an gun inspecting animation. I have to rotate and move the gun’s handle:

In Editor:

But when I play it in game, it’s not rotating/moving? There are no welds inside the shotgun, but only Motor6D inside the handle.

Another example: A reload animation that moves RightArm, if I move the RightArm, the tool will also move because it’s binded to RightArm. So I moved the tool during the reload. However in game, it doesn’t move.

In Editor:

In Game:

How do I solve this? Because I want to freely move the tool and it’s part around for different cool animations.

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This is definitely unusual, and this behaviour was not encountered when I was creating this tutorial. I’ll do some further investigation and see if it was a recent update that caused the problem, and see if I can find any workarounds.

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Can you try with your own gun (the GIF you posted above) and see can you freely rotate and move the weapon’s handle when animating? Like an inspecting animation.

The problem might be that roblox welds the tools handle and the players right arm/hand. The weld is stopping the player from moving the tools handle.

This might be a bug with R6, seeing as in @H_mzah’s example, it works fine.

Try making an invisible handle, and connect it with the fake handle with a Motor6D.

I’m not super good with constraints or animation, so this might not work.

There are no welds in shotgun, but somehow eventually I got it fix by reanimating it, but it still performs inaccurate and poor.

Right now I’m trying to weld the weapon to Torso instead of RightArm, just like other body part does. Not sure is it going to work.

Edit: This is so weird… :man_facepalming:
I created a small part like a tool’s handle called BodyAttach. First I connect torso and handle by Motor6D by using plugin, then I connect BodyAttach to Handle, and I connect the rest of the parts in tool to BodyAttach by using Motor6D. Here’s the result in AnimationEditor:

However, it’s still weird when I load it…

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As I said, Roblox automatically welds the handle and Right Arm/Hand. It doesn’t matter if you have no welds or not, Roblox does it to make sure your tool stays at your hand.

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I was investigating this issue in Roblox Studio for over an hour for now and right now I just found of because of this…

Is there any way to resolve this issue? :frowning:

I don’t want to make my custom tool engine (because I tried before and I feel like using a built-in tool engine is more reliable)
For the dummy that I use to animate, there’s a Motor6D inside the dummy’s torso that are connected to the handle, but when I try creating a motor6D connecting player’s character torso and the handle, the entire tool moves few studs away. This does not happen when I use the custom character creator plugin.

Try making an invisible handle, and connect it with the fake handle with a Motor6D.
Of course, you would have to reanimate it again, sadly. I’d say its worth a try.

I don’t understand, can you simply demonstrate it? What is connect it with a fake handle?

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I can’t do it in studio currently and provide screenshots, so I will try to walk you through it.

First, Rename your current Handle to “FakeHandle”

Next, make a part. It can be any size, and any shape. Make sure its parented to the Shotgun. Also, turn off anchored and CanCollide.

Rename the part to “Handle”

Next, create a Motor6D, and connect the FakeHandle with Handle.

Then, Reanimate it to work with the fake handle, and it should hopefully work!

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