Can you show me a video clip of what is actually happening exactly? And for some reason, sometimes you actually gotta put the motor6d name to the exact motor 6d you used for animating, also make sure that when you clone the motor 6d, make sure it is exactly on the same parent as your animation rig, otherwise it’ll not work.
Sorry for the delay to reply your post, the motor6D name that i used for animate is the same that i use in game, but… what do you mean by cloning the motor6D? Does i need to clone the exact motor6D that i used in the animations or i can just create one when the character spawns? And just one more question, i connect the arrow to the characters arm with a motor6D and the arrows parent is the bow, which is connected to the arm with a weld, does i need to replace that weld between the arm and the bow for a motor6D to the animation works (i made this in the animation rig and in game too)?
Can you show us a video, image, script, or anything so we can better understand why this might be happening? Perhaps something as simple as the arrow being anchored
Yes, you need to put the exact same thing as your annimation rig, for example, if your motor6d parent is equal to the animation rig, (motor6d > bowanims or something) you need to clone the motor, (which you already do) and parent it to the same parent as the animations motor6d (motor6d > character) also do the same thing for the bow too. You can create a motor 6d using instance.new, although you will need to input the c0 and c1, parent, the name and etc., manually.