Move Sword Accessory Handle During Animation

I am trying to make it so that an accessory sword’s attachment point to the player’s hand can be rotated/moved during animation so that the sword’s point is forward, and not to the side like in the clip below.

I cannot seem to do this, as tampering with the accessory’s handle via moon animator moves the whole player due to the accessory being attached normally.

One solution I thought of but haven’t tried is to use an animation event to destroy the weld between the two parts and then rotate via a script and then re-weld, but that sounds tedious and, I would prefer it to be done through moon animator where my friend who does the art could do it himself.

If you have any ideas or solutions it would be greatly appreciated.

Thanks.

-Simyian

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i think this is what you want to achieve

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Thank you for the reply, but this is not quite what I am trying to do. The sword is an accessory, not a tool, which means it is attached via an attachment point. I was wondering if there was some way to possibly move the attachment point during an animation to make the sword point in any direction of my choosing. Or any other way of achieving this with an accessory during animation.

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have you ever considered just switching it from an accessory to a tool, i dont really see any point in having a literal weapon as an accessory, it doesnt even need to be a tool it can literally be a model. but even if its an accessory i dont really understand whats wrong, the video shows how to weld the model you wish to weld so that its also animatable and doesnt mess with your character

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Yeah, that is a fair point, but my item system is already pretty progressed using accessories for all equipment. Changing that would be a lot of work. Do you have any idea on how to get this to work using accessories?

I fixed this by turning the accessory over to a tool, and then using a motor 6d attached from the handle to the right arm. I then run a delete command on the right grip weld when i equip stuff, and there we go. It works.

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