I have encountered this problem of which a sword’s trail breaks when the animation is played. When I have the trail enabled, in the animation editor, it looks like this:
https://gyazo.com/646e64746bcf10a73a8c80f6bede603a
And this is during usage in game:
https://gyazo.com/8ed2a6b205a9afd10670f3e5bfd90420
And here is the build of the tool.
The Weld connects the Handle and the Part(Blade) togetor, and the motor6d connects the player’s righthand and the hand.
And here is the script to activate the trail and disable as well as play the animation:
tool.Equipped:Connect(function()
script.Parent.Motor6D.Part0 = tool.Parent:FindFirstChild("RightHand")
end)
tool.Unequipped:Connect(function()
script.Parent.Motor6D.Part0 = nil
end)
local db = false
tool.Activated:Connect(function()
if not db then
db = true
tool.Part.Trail.Enabled = true
humanoid.WalkSpeed = 3
coroutine.wrap(function()
wait(0.12)
tool.Part.Trail.Enabled = false
wait(0.1)
db = false
wait(0.38)
humanoid.WalkSpeed = 25
end)()
Anim0:Play()
end
end)
I don’t see how there was any problems other than the trail itself, so I’ll give a image for that as well:
During gameplay, the attachments also seem to follow the right path perfectly fine.
Edit2: If i lower the animation speed drastically, the trail works fine. This really shouldn’t affect anything during high speed to glitch out that much though.
Thanks for your time!