What am I trying want to achieve?
I am trying to make it so that the tool I am animating for the player to use, stays stuck to the player’s right hand.
^ This is a picture of what I want the animation to look like
What is the issue?
When I equip the tool in the game it offsets the ax a few studs in front of my right hand even when welded, and my player’s arm shoots straight out instead of following the animation
^ This is a picture of what is actually happening in-game
3. What solutions have you tried so far?
I’ve looked at some dev-articles but they seemed outdated and no longer worked as a few only worked because of a plugin that is no longer available.
I have tried using welds, to weld the item to my right hand, I have tried motor6D’s to my hand and to my torso, and i’ve tried weldconstraints.
After that, you should include more details if you have any. Try to make your topic as descriptive as possible, so that it’s easier for people to help you!
If you need more details please tell me immediately.
I think you are misunderstanding the problem. The animation works fine, but when I equip the tool, as that’s when the animation plays. But, like with all tools, roblox’s animation overrides my animation and sticks my arm straight out. Along with that, the tool’s grip properties also seem to override the weld that’s supposed to stick it to my hand. I’m asking how could I get around this?
If you edit the default animation script of roblox (the local one in the character when you spawn) and remove the ids for the tool animations you will override them.
EDIT: make sure it’s rbxassetid://0 or else it will error i believe.
But if I were to unequip and re-equip, I would end up with:
Would this be a problem with not stopping the animation track before?
In addition, whilst the solution worked, after I went back to test again it did not, then I tested several times until it did work again and now i’m confused as to why Roblox sometimes follows the weld and sometimes doesn’t.
Well, I don’t know how that’s not the first thing I thought of doing. But, it worked best, animations working fine, i’ll just have to change my code around to be based on keycodes instead of tool.activated. Thanks