How would I change the weld of a tool to a Motor6D?

I am currently making a weapon and I would like to know how I am to change the standard tool weld’s class to Motor6D and name to “Handle”.

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It’d be as simple as deleting RightGrip, creating a new Motor6D and renaming it RightGrip, then assigning Part0 and Part1 respectively. Aside from that, there are other things you may need to consider, such as the weld’s CFrame. I believe that RightGrips inherit their CFraming from the Tool.Grip property, though I can’t remember what goes on in that respect.

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This is a good (although kinda sloppy) script you can have a look at.

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I use a Motor6D called “Handle” in my animation editor. Do I need to redo the animations or will naming it “Handle” instead of “RightGrip” work?

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If your animations used a Motor6D called “Handle”, then re-naming it to “RigtGrip” would require to re-do the animations.

I’m talking about renaming the “RightGrip” to “Handle” in the tool. My concern is that renaming it will break something because it’s a Roblox thing. The animations have “Handle” in them.

No it shouldn’t break anything if you rename it to “Handle”, you’ll just have to adjust all the scripts to support that. Naming it “RightGrip” is preferred (to keep it consistent) but not required.

Hey, how do I account for the tool’s grip? The animation has the tool in the right position but the tool’s grip properties are messing up its position.

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Maybe print the C0 and C1 that’s in the animation and then making the script change the current values in the Motor6D to that?

Oh yeah. Thats it.

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