Weapon animation is wrong when testing but not in the animation editor

I dont use tools , instead I put the model of the weapon in the character, and weld it with a motor6d on the right hand.

To get the grip to be accurate to the animation, i use an attachment on the right hand and an attachment on the weapon, then i set the C0 to the right hand attachment, and C1 to the weapon attachment.

It works, but for some reason when the weapon itself is animated: (The Handle is moved a bit forward for more reach when swinging)

(And for the other swing anim the weapon is moved up so the right hand is holding the axe from the bottom and not the top. dont have a video)

in game, it looks like this: (the weapon moves up instead of forward?)

        RS.Events.Add:FireServer(motor6, "Property", "C0", character.RightHand.GripAttachment.CFrame)
		RS.Events.Add:FireServer(motor6, "Property", "C1", item.PrimaryPart.GripAttachment.CFrame)

Its very simple. If i set the c0 and c1 to the rig i used to animate the axe’s own motor6d, it works perfectly, but i dont want to make a rig for every weapon in the game for the grip.

Is there a way to fix this or go around it? Thank you

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Have you tried modifying the Animation Priority?

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the priority is not the problem, it works fine if i set the C0 and C1 to be the same as a rig in the workspace

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Bump i really need a solution…

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