Motor6D animation not working when attempting to animate character

This is how the animation is supposed to look

This is the code:

--//Services\\--
local Players = game:GetService("Players")
local repStorage = game:GetService("ReplicatedStorage")

--//Assets\\--
local assets = repStorage.Preload.Assets

local sounds = assets.Sounds
local anims = assets.Anims
local remotes = assets.Remotes

local tool = script.Parent

--//Modules\\--
local modules = assets.Modules
local sLib = require(modules.ServerLibrary)
local eff = require(modules.Effects)

--//Checks\\--
local debounce = false
local active = false
local wearing = false

--//Item Stats\\--
local cd = tool:GetAttribute("Cooldown")
local fake = tool:GetAttribute("Fake")
local itemType = tool:GetAttribute("Type")

--//Motor6D\\--
local motor = assets.Motors.Blindfold:Clone()

function ActiveCheck()
	if not debounce then
		debounce = true
		active = true --this verifies that tool is activated

		task.wait(cd)

		active = false --this verifies that tool is no longer active
		debounce = false
	end
end

function Equip()
	local char = tool.Parent
	
	if char.Torso:FindFirstChild("Blindfold") then
	else
		motor.Parent = char.Torso
	end
end

function wearAnim()
	local char = tool.Parent
	local hum = char.Humanoid
	
	if wearing == false then
		wearing = true
		sLib.playAnim(anims.Blindfold.blindfoldEquip,hum)
		sLib.stopAnim(anims.Blindfold.blindfoldIdle,hum)
	end
end

function Wear()
	local char = tool.Parent
	local plr = game.Players:GetPlayerFromCharacter(char)
	wearAnim()
		
	plr.Wearing:SetAttribute("Blindfold",true)
	
	if fake == true then
	else
	end
	
end

tool.Equipped:Connect(ActiveCheck)
tool.Equipped:Connect(Equip)

tool.Activated:Connect(ActiveCheck)
tool.Activated:Connect(Wear)

This is what actually happens:

Yes, the motor6D does exist.
Screenshot 2024-01-23 151322
Screenshot 2024-01-23 151419

Anyone? I’d really like to know

Maybe try cloning the blindfold and connecting Part0 to the character’s hand