Raycast Hitbox 4.01: For all your melee needs!

This might be a problem with my code or with the way I handle my tool animation, but for some reason, the Hitbox points are being offset by quite a bit.

Video of the problem

Here is my code for setting up the hitbox:

function Weapon:SetUpHitbox()
	
	local HitboxParams = RaycastParams.new()
	HitboxParams.FilterDescendantsInstances = {self.Character}
	HitboxParams.FilterType = Enum.RaycastFilterType.Blacklist
	
	local Hitbox = RaycastHitbox.new(self.Tool.Handle)
	Hitbox.RaycastParams = HitboxParams
	Hitbox:SetPoints(self.Tool.Handle, {Vector3.new(0, 0, 1), Vector3.new(0, 0, 2), Vector3.new(0, 0, 3)})
	
	return Hitbox
	
end

Here is my code for the player swinging:

function Weapon:Swing()
	
	if self.SwingDebounce then return end
	self.SwingDebounce = true
	
	if self.LastSwing == 3 then
		self.LastSwing = 1
		self.CurrentSwingAnimation = self.Animations["Swing1"]
	else
		self.LastSwing += 1
		self.CurrentSwingAnimation = self.Animations["Swing"..self.LastSwing]
	end
	
	self.Hitbox:HitStart()
	table.insert(self.PlayingAnimations, self.CurrentSwingAnimation)
	self.CurrentSwingAnimation:Play()
	
	local CurrentAnimationStopped
	CurrentAnimationStopped = self.CurrentSwingAnimation.Stopped:Connect(function()
		
		if not self.IsEquipped then return end
		
		table.remove(self.PlayingAnimations, table.find(self.PlayingAnimations, self.CurrentSwingAnimation))
		self.Hitbox:HitStop()
		self.SwingDebounce = false
		CurrentAnimationStopped:Disconnect()
		
	end)
	
end

I am using this method to animate my tool handle, but it shouldn’t interfere with the hitbox.

Thanks!