My animation isn't playing properly

Hey everyone!

I am creating a basic pose for my player to hold a kazoo using the animation editor, but for some reason when I play it in game it does not work properly.

It is basic single frame idle animation.

it looks perfectly fine in the animation editor:

but when I play the animation inside my game it looks like this, with the kazoo behind the players body:

I have one motor6d called HandleMotor6d connecting the kazoo to the torso that I used a script to create in game.

Here is the script:

local Motor6d = Instance.new(“Motor6D”,Char:FindFirstChild(“Torso”))

	Motor6d.Part0 = Char:FindFirstChild("Torso")
	Motor6d.Part1 = Kazoo.Handle
	Motor6d.Name = "HandleMotor6d"

Can anyone tell me what is wrong or lead me in the right direction?

I’ve already tried a lot of different things such as messing with the animation priority and the motor6d.

Thanks!

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Is the Kazoo a tool? And have you tried changing the priorities in the animation editor?

You said it yourself:

You are suppose to connect the kazoo to the hand for the kazoo to be in the proper place.

Not exactly. I animate guns in third person by having weapon in torso base.

Some things to check:

  • Make sure your kazoo is connected to the correct motor and motor name.
  • If it’s a tool, make sure RequiresHandle is off.
  • Make sure the kazoo is under the correct parent and it is not anchored.
  • Make sure all motor names are different.
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You’re right, but we probably need more information since he never stated if the kazoo was/was not a tool; if it’s only attached to the torso, etc.

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No, the kazoo is a model that I am controlling with a motor6d. and yes I tried all the priorities just in case.

What if you used a weld to hold the kazoo to your hand?

I could do this, but I wanted to be able to animate the kazoo as well, apart from the players hand.

You want to animate the kazoo, try tweenservice. Im not sure about this as I never tried it before.

No, this is a bad idea in this case. It’s best to use AnimationTracks
@ExcessEnergy Make sure your Motor6D has the same CFrame properties as the dummy.

I want to bump this thread because I have the same exact problem. Any possible solutions yet?

Never found out why this was happening. However, I did switch the part0 of the motor6d to the characters “Torso” instead of the "HumanoidRootPart’, and that seemed to fix it for now.

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Yea I also tried switching the part0 and part1 in the motor6D that I connected with the “model tool” and the character. It appears to fix it but the rotation was still a problem so I have to fix that. I suppose there is no real explanation for this behavior :confused:. Thank you for your kind update!

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Sorry man :frowning: . I hope you can fix the problem somehow or other. I know how annoying it is.

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