How to make reusable weapon animations with Motor6D?

My game’s weapon/tool system welds the model of a weapon to the respective hand with a Motor6D once that weapon is equipped. And the animations I’ve made correctly animate objects in the player’s hand, and the joints and handles share the same name. However, when actually playing the animation in testing, the weapon does not move.

This is in studio
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As you can see, the weapon correctly rotates out. However, in testing, the sword doesn’t move:

Why is this? Is it about the names of the parts/motor6D, or is it something else?

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I took a break from Roblox Studio, so I’m pretty rusty. However, I believe I have faced this problem before.

It might have to do with the priority of the animation.

Can we also get some more information, such as how the Motor6D is set up in the workspace and the full animation?

Yes, here are the keyframes in moon animator:

And here are the keyframes in the explorer:

Here is the way it is setup in the rig for animating:

Here is what it looks like on my character after equipping the item:

The animation priority is Action, and as far as I can tell the names all match, so I’m not sure

Full animation:

I believe if the current Idle Animation is a higher priority then some of the parts won’t move? Also, are the Part1 and Part0 properties set in the Motor6D when it gets into your character?

Alright I figured it out, it was a simple issue. It was just that the Part0 and Part1 were swapped around. So basically as long as the motor6D heirarchy is the same, it will work.

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