When it comes to coding, illusions can be your best friend.
You dont actually have to place the bat tool on your back, you can get an accessory and put a cloned version of the bat that is just a mesh called handle inside of an accessory and then place it in the character when that weapon is unequipped
Oh its super easy just create an empty accessory get a copy of your bat mesh and place it inside and call it Handle, then put a BackAccessoryAttachment inside of the Handle, then adjust it as needed, when your player unequips then just clone the Accessory you made and put it on the player’s character
If your game uses R6, you can make a part with the same size and position as the HumanoidRootPart then have the tool cloned and its parent set to the player with the CFrame and weld set up with it…
You could make a clone of the players Torso, and then weld the tool to the torso, then when the player unequips the tool clone the torso with the welded tool to the position of the players actual torso, then weld the fake torso to their torso.
Thanks everyone!!! There has been a lot of support but I think that I’ll use @dexanddeb’s method. So, I’ve got it to the point that when unequipped, it’s in the torso, but how, exactly, do I reposition it to look correct? Thanks.
This is the math they’ll need assistance with, you’ll need to apply different adjustments based on the character’s rig type (R6 or R15), scale and package.