I’ve been trying numerous solutions for hours now, and can’t seem to find a fix. I have around 8-9 other animations utilizing the same system, but this animation is weird. Below I will show you an example of the dummy in studio that has the animation being played via Roblox Animator, and the result in an actual game loading it to the player’s humanoid.
This looks like the code for attaching the weapon to the torso, aren’t you meant to attach the weapon to the arm? Or are you animating the weapon while it is motor6d’d to the torso?
Fixed it, my BodyAttach part had an extra keyframe mixed in with the 100 keyframes.
And using the Torso for Motor6d animations is WAY more efficient that welding to an arm, because it can break a lot when it’s welded to the arm, and the torso allows more fluidity and efficient movement.
I’m interested now, how is Motor6ding the weapon to the torso and not the arm better? Isn’t it inconvenient that you have to move the weapon every time you move the arm?
Yes, it’s a bit more inconvenient, but then the weapon isn’t forcefully moved by every movement of the arm.
I believe you can weld it specifically not to do this, but the arm interferes with animations somewhat. I had SO many issues making this motor6d before I switched to torso, and it fixed all of them by just making the core part the torso of every animation.