It’s definitely the custom character. The Motor6D should be moving the tool inside the center of the arm if it refuses to animate. Can you send a tree (explorer) of your custom character? Make sure you open every directory so I can see if there’s anything that could be preventing this from working.
One good thing to note, if you have “RequiresHandle” turned off, and you’re using a part named “Handle” the motor6d handler will not attempt to destroy any RightGrip welds. The RightGrip is what prevents Motor6Ds from working. I’ll update the model to print in the console if “RequiresHandle” is true, and if it finds a part named “Handle”.
I was already struggling for several days to make 2 other character’s abilities so I decided to not waste even more development time and just give her a dash ability instead since that’s way easier to do and I already managed to make the other two characters with the help of a friend, but yeah I can test the update still.
It just won’t interrupt the actual development of my game anymore if I play around with it to maybe get it to work.
I’m talking about tools, not StarterCharacterScripts. If it’s StarterCharacterScripts I completely understand, but for tools it’s almost useless if you plan to use .Activated, .Equipped or .Unequipped anyways.
Thanks for trying though.
Edit: Not to mention using more scripts than you should is not proper coding etiquette!
you’re basically referencing the StarterCharacter in the StarterPlayer which isn’t the same as the character you’re controlling, also theres a lot of wait errors you should instead write
local plr = game:GetService("Players").LocalPlayer
local chr = plr.Character or player.CharacterAdded:Wait()
local hum = chr:FindFirstChild("Humanoid")
by the way, i don’t recommend doing this chr thing in the tool at all, it’s only basically referencing to the first character you spawned in so if you died, the script would still be in the look inside the old first character so i recommend getting the tool’s parent as a character variable since that is where the tool is located at and adjust some vars.
hey, I seem to have some issues with this…
First of all, the animation literally wont apply to the hammer, and I’m very sure that that I did it right. (don’t quote me on that, I might’ve definitely made a stupid little mistake.)
Hierarchy of dummy.
I followed the tutorial, am I supposed to make the hierarchy of the dummy different?
also normally for me instead of having to do the lazy and effortful creation and adjustment of a Motor6D which the rig’s right arm has which is connected to the handle to serve as an substitute i’d create a pre-planned pseudo handle
if you don’t know what that meant i’d create an invisible handle instead of the visible handle (sword like) being the only primary handle, the thing is if a Motor6D’s oldest ancestor is disconnected, the rest of the other ancestors and its descendants still function perfectly
if you still don’t get what i mean i’ll show some picture
the picture above is my own self-insert rig that shows the hierarchy of all connected outside motor6ds, if you noticed the right arm is connected to “Handle” which is the invisible 1-sized block that’s being highlighted by the blue screenbox, the handle2 is the sword mesh itself which is connected by “Handle”, now what i meant by motor6ds still functioning even if it’s ancestor is gone is that Handle shouldn’t even be animated at all in any animation editor and only the “Handle2” which is the handle’s motor6d, the reason why you shouldn’t animate “Handle” at all is because that is the motor6d in the right arm, if you turn this into a player tool the player doesn’t have a motor6d connected to the Handle itself but the handle’s motor6d connected to the handle2 doesn’t disappear which can prefix things
also, when editing the tool’s hold offsets, i suggest using clonetrooper’s tool editor plugin and it doesn’t affect anything if you change the Handle’s tool offset, heres the game where i used this method with the animation functioning perfectly with no qualms
Everything stated here may be true for you, but doing it this way is not necessarily “lazy”. It adds the basic functionality Roblox should have provided since the very beginning with animating tools, and it was never supposed to be super advanced anyways.
I appreciate the message though for anyone willing to try it, but it’s out of the scope of this resource since this is supposed to be user friendly
I loved this post, but I have a small issue with the tool animation:
I have an R6 Avatar, the tool is only one part, and the tools settings are the same, but for some reason my handle wont go far enough when animating than I want it to, for example:
This is what I WANT:
and this is what I am GETTING:
How can I move the handle farther? If there’s a way, please let me know!
If you have a problem and need support, please Private Message me, not here.
I also need some replication files on how you got this result as this seems to be an error with the way you animated.
Edit
I believe I found your issue. It is quite possible that you enabled this because you were curious, or Roblox forced it on in a new update. I need you to switch this toggle, AnimationWeightedBlendFix, to Disabled under the Workspace service.
Some people have reported that it’s made animations behave weirdly, and I believe also encountering this when I turned the toggle on myself.