How to readjust CFrame of Motor6D tool animation

In order to have the Motor6D of the wooden stick be in the position and orientation as the RightGrip, i.e. the one seen in the Tool Grip Editor plugin, I changed its C0 and C1 values as shown in the script below. However, it also changes the position of the Hit Animation. I tried repositioning the Motor6D positions of C0 and C1 to CFrame.new() in the Activated event function, but it still won’t work. Although, it does work if I create an Idle animation, but I don’t want to use this method because it also overrides the existing walking animation. Is there a way to make the animation run as shown in the first GIF?

The Animation Priority is set to Action.

Expected Animation:

good animation

Bad Animation:

bad animation

File Explorer:

file explorer

LocalScript:

local player = game:GetService("Players").LocalPlayer
local char = player.Character
local tool = script.Parent
local anims = {script.Parent.Hit}
local animator
local loadedAnims = {}
local debounce = true
local cooldown = 2

tool.Equipped:Connect(function()

	local Motor6D = Instance.new('Motor6D')
	local RightGrip = char.RightHand:WaitForChild("RightGrip")
	RightGrip:Destroy()

	Motor6D.Name = "HandleMotor6D"
	Motor6D.Part0 = char.RightHand
	Motor6D.Part1 = tool.Handle
	Motor6D.C0 = RightGrip.C0
	Motor6D.C1 = RightGrip.C1
	Motor6D.Parent = char.RightHand
end)

tool.Activated:Connect(function()

	if debounce then

		debounce = false
		animator = player.Character:WaitForChild("Humanoid"):WaitForChild("Animator")
		if not loadedAnims[1] then
			loadedAnims[1] = animator:LoadAnimation(anims[1])
		end
		loadedAnims[1]:Play()

		wait(cooldown)
		debounce = true
	end
end)