I don’t think I’m doing anything obviously wrong but I’ve thought that before and it was true so I just want to check to see if this is normal? and if there’s a way to mend it somehow
I’ve searched around a bit but I didn’t find anything that fit my situation and I don’t really know how to word what’s going on
here’s the piece of code im using (server script)
local function motorConnection()
if not motor6 then
motor6 = Instance.new("Motor6D")
motor6.Part0 = currentHolder['Right Arm']
motor6.Part1 = handle
motor6.Parent = currentHolder['Right Arm']
else
motor6:Remove()
motor6 = nil
end
end
would there be any way to fix this (visually at least)
im guessing it’s a roblox script and none of mine cause this happens even when im not using any other scripts
to animate both the tool and the character do i not have to also use a motor6d for this? i.e if i want to move the tool’s position inside an animation for the player equipping it
would it be better to have a motor6d already inside the tool’s handle? and then just make Part1 whoever is holding it currently? so if it’s given to another person it’s not still “welded” to the other person
I mean i’m not sure what you mean entirely because english still isn’t my first language lol but what I tried to say was that instead of creating a new motor6d everytime the function is called, set it up already before the game starts.
I think this is the reason why it floats for a bit, because the motor6d has only been made and set up when the function was called