Uhh, some help needed on my Hanging knife thingy script

Rotate the attachment in the actual knife. You can test this out with animation dummies in Roblox Studio since attachments will update live there as well. To do this:

  • Create an accessory and place your handle in there
  • Place the hip attachment you’re going for in the knife
  • Put the accessory in the Humanoid, the Humanoid should equip it automatically
  • Reposition the accessory until you get something you like

You can then either store the knife model in a storage service or use the position/orientation to instance attachments (similarly to how you instanced welds beforehand). Position is relative so you don’t have to worry about any weird calculations if you prefer to instance.

I personally would keep this newly made accessory in ServerStorage and attach it to the character when they spawn, then just change its texture based on if a knife skin is equipped or not. I don’t like to go the extra mile to write code to create instances if I’m able to avoid doing so (though this is at the cost of using up memory for static objects - not enough to be harmful though).

Here’s a video of me doing everything, from setting up the accessory to changing the positions, from start to finish:
https://streamable.com/fbxe2

And here is the file for the finished product I made directly from the video:
MM2 Style Waist Knife Repro.rbxl (37.1 KB)

Note that your axis will probably be inverted when moving things around, so just keep that in mind. If you can visually get the knife at a good point on the limb, that’s good and you should be all set.


@Amatzukaze

Assuming that OP has decided to follow my advice, C0 and C1 are irrelevant in this scenario and should not be used. There is a weld created between the attachments of the limb and the actual part in the accessory but that’s taken care of automatically when the accessory is added to the Humanoid.

In addition, a hard set CFrame, like I said earlier, doesn’t account for arbitrary limb positions which differ when users equip new packages or change their body scales, so there’ll be an observable discrepancy which may not be desired.

When working with my accessory method, you must use the properties of the attachment prior to adding the accessory to the Humanoid. Don’t touch the weld.