How to weld a part or model to a players left arm (R6 character)

Hi,

Recently, I have been trying to make a sword attack using the left arm. I finished the animations and the code for the keybind (F) for the attack. Until I got up to the part where I need to show the sword upon pressing but I have found no way to do that easily with just a script only.

Here is my current code:

local UIS = game:GetService("UserInputService")

UIS.InputBegan:Connect(function(input, IsTyping)
	if IsTyping then
		return
	end
	
	if input.KeyCode == Enum.KeyCode.F then
		
		local Animation = Instance.new("Animation")
		Animation.AnimationId = "rbxassetid://17508585054"
		
		local Char = game.Players.LocalPlayer.Character
		
		local AnimTrack = Char.Humanoid:LoadAnimation(Animation)
		
		local Sword = game.ReplicatedStorage.Items.Sword:Clone()
		
		AnimTrack:Play()
	end
end)

I have tried to add my own code to try attach the sword onto the left arm, but I keep failing.

1 Like

There are two options you could do:

The quick and easy way would be to make a weld constraint between the left arm and the sword, and positioning the sword to where you want the grip to be.

The more quality option would be to user Motor6D if you are animating this sword. If you have already animated the right sword, then you can do the same thing as the right sword.

1 Like

I’m not animating the sword, so I went with the 1st method you suggested. Is this what it’s suppose to look like? (one of the rarest times I work with welding)

1 Like

Nevermind, I got it but how do I script the positioning of the sword?

Here is my current code:

local UIS = game:GetService("UserInputService")

UIS.InputBegan:Connect(function(input, IsTyping)
	if IsTyping then
		return
	end
	
	if input.KeyCode == Enum.KeyCode.F then
		
		local Animation = Instance.new("Animation")
		Animation.AnimationId = "rbxassetid://17508585054"
		
		local Char = game.Players.LocalPlayer.Character
		
		local AnimTrack = Char.Humanoid:LoadAnimation(Animation)
		
		local Sword = game.ReplicatedStorage.Items.Sword:Clone()
		
		AnimTrack:Play()
		
		local WeldConstraint = Instance.new("WeldConstraint")
		WeldConstraint.Parent = Char["Left Arm"]
		
		Sword.Parent = Char["Left Arm"]
		Sword:PivotTo(Char["Left Arm"].CFrame)
		
		WeldConstraint.Part0 = Sword
		WeldConstraint.Part1 = Char["Left Arm"]
		
		Sword.Unsheath:Play()
		
		wait(1)
		
		Sword:Destroy()
		WeldConstraint:Destroy()
		
	end
end)

I tried to do something else other than using “:PivotTo()” but It wouldn’t work.

1 Like

i don’t think you can edit offsets with weldconstraints so you should be using “welds” instead and modify the cframe offsets to your likings

2 Likes

You can simply move the sword to your desired position using .Position or CFrame or use the method @MikeartsRBLX was talking about.

3 Likes

Using attachments CFrame helps greatly in positioning and orientating it as @MonkeyIncorporated said. You can drag and rotate them using studio tools instead of guessing and predicting the correct 3 numbers.

Example below:

3 Likes

here is a function i made that is basically a reverse engineering of Humanoid:AddAccessory(); as long as the AttachmentRef matches the name of an Attachment present in Character

i originally made it because Humanoid:AddAccessory() can only be called on server which is stupid

anyway the function i made fits ur use case quite well and the sample code below should give u a good idea on how it works:

--- Vanilla.Rig.AttachAccessoryPart()
--- a reverse-engineering of Humanoid:AddAccessory() \
--- for client-authoritative accessory creation/handling \
--- so the server does less work as it should :p
local function AttachAccessoryPart(Character: Model, APart: BasePart, AttachmentRef: string, Parent: Instance?): boolean
	local A0 = Character:FindFirstChild(AttachmentRef, true) :: Attachment
	if not A0 then return false end
	if not A0:IsA("Attachment") then return false end
	local A1 = APart:FindFirstChildOfClass("Attachment") :: Attachment?
	if not A1 then return false end
	APart.Anchored = false
	APart.Massless = true
	APart.CFrame = A0.WorldCFrame * A1.CFrame:Inverse()
	--[[Vanilla.Instance.new{
		ClassName = "WeldConstraint";
		Part0 = APart;
		Part1 = A0.Parent;
		Parent = APart;
	}]]
	local WC = Instance.new("WeldConstraint")
	WC.Part0 = APart
	WC.Part1 = A0.Parent
	WC.Parent = APart
	
	APart.Parent = Parent or Character
	return true
end

--[[
	LinkedSword specialmesh properties:

	MeshId = rbxassetid://16931393788;
	TextureId = rbxassetid://16931393815;
	Offset = Vector3.new(0, 1.7, 0);
]]

--[[
	LinkedSword attachment properties:
	
	CFrame = CFrame.fromOrientation(math.rad(90), 0, 0)
]]
local AttachTo = "RightGripAttachment"
local Sword = script:WaitForChild("LinkedSword")

local Player = game:GetService("Players").LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()

game:GetService("UserInputService").InputBegan:Connect(function(InputObject: InputObject, SunkInput: boolean)
	if SunkInput then return end
	
	if InputObject.KeyCode == Enum.KeyCode.Q then
		local Thing = Character:FindFirstChild("LinkedSword")
		if Thing then
			Thing:Destroy()
		else
			AttachAccessoryPart(Character, Sword:Clone(), AttachTo)
		end
	end
end)
3 Likes

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