Weapon Goes All Over the Place in Animation

Currently I am working on the first class for my class fighting game but have run into a problem I am clueless how to solve. When the player touches a part, they are teleported and equipped with the class’ outfit and weapon. The teleportation and outfit work fine, but the weapon goes all over the place.

Here is a video showing the issue:

In the video, I touch the part which turns you into the class. This successfully teleports the player to another area and welds the outfit to their character, as I mentioned previously. However, the weapon does not work properly. When idle, the weapon moves too far, and in the other animations, it flies around.

Here is the code for the part:

local part = script.Parent

local SS = game.ServerStorage

local arsenals = SS.ClassArsenals
local storedWarriorArsenal = arsenals.WarriorArsenal

local used = false

	if hit.Parent:FindFirstChild("Humanoid") and not used then
		used = true	
		local character = hit.Parent
		local player = game.Players:GetPlayerFromCharacter(character)
		local HRP = character.HumanoidRootPart
		local torso = character.Torso
		local rightArm = character.RightArm
		local leftArm = character.LeftArm
		local rightLeg = character.RightLeg
		local leftLeg = character.LeftLeg
		local animate = character.Animate
		--Arsenal Components
		local warriorArsenal = storedWarriorArsenal:Clone()		
		local torsoPiece = warriorArsenal.TorsoPiece.Plastic
		local rightArmPiece = warriorArsenal.RightArmPiece.Plastic
		local leftArmPiece = warriorArsenal.LeftArmPiece.Plastic
		local rightLegPiece = warriorArsenal.RightLegPiece.Plastic
		local leftLegPiece = warriorArsenal.LeftLegPiece.Plastic
		local weapon = warriorArsenal.Weapon.Plastic
		local torsoWeld = Instance.new("Weld")
		local rightArmWeld = Instance.new("Weld")
		local leftArmWeld = Instance.new("Weld")
		local rightLegWeld = Instance.new("Weld")
		local leftLegWeld = Instance.new("Weld")
		local weaponJoint = Instance.new("Motor6D")
		--Animate Scripts
		local currentAnimate = character.Animate
		local warriorAnimate = SS.AnimateScripts.WarriorAnimate:Clone()
		HRP.Position = Vector3.new(0, 50, 0)
		--Weld armor to the player's character and create the weapon's joint so it can be animated.
		torsoPiece.CFrame = torso.CFrame		
		torsoWeld.Part0 = torso
		torsoWeld.Part1 = torsoPiece
		torsoWeld.C0 = torso.CFrame:Inverse()
		torsoWeld.C1 = torsoPiece.CFrame:Inverse()
		torsoWeld.Parent = torso
		rightArmPiece.CFrame = rightArm.CFrame		
		rightArmWeld.Part0 = rightArm
		rightArmWeld.Part1 = rightArmPiece
		rightArmWeld.C0 = rightArm.CFrame:Inverse()
		rightArmWeld.C1 = rightArmPiece.CFrame:Inverse()
		rightArmWeld.Parent = rightArm
		leftArmPiece.CFrame = leftArm.CFrame * CFrame.Angles(0, math.rad(180), 0)		
		leftArmWeld.Part0 = leftArm
		leftArmWeld.Part1 = leftArmPiece
		leftArmWeld.C0 = leftArm.CFrame:Inverse()
		leftArmWeld.C1 = leftArmPiece.CFrame:Inverse()
		leftArmWeld.Parent = leftArm
		rightLegPiece.CFrame = rightLeg.CFrame		
		rightLegWeld.Part0 = rightLeg
		rightLegWeld.Part1 = rightLegPiece
		rightLegWeld.C0 = rightLeg.CFrame:Inverse()
		rightLegWeld.C1 = rightLegPiece.CFrame:Inverse()
		rightLegWeld.Parent = rightLeg
		leftLegPiece.CFrame = leftLeg.CFrame * CFrame.Angles(0, math.rad(180), 0)	
		leftLegWeld.Part0 = leftLeg
		leftLegWeld.Part1 = leftLegPiece
		leftLegWeld.C0 = leftLeg.CFrame:Inverse()
		leftLegWeld.C1 = leftLegPiece.CFrame:Inverse()
		leftLegWeld.Parent = leftLeg
		weapon.CFrame = rightArm.CFrame * CFrame.new(0, -1.1, -1.35) --Offsets the weapon to be held in the correct position and orientation.
		weaponJoint.Part0 = rightArm
		weaponJoint.Part1 = weapon
		weaponJoint.C0 = rightArm.CFrame:Inverse()
		weaponJoint.C1 = weapon.CFrame:Inverse()
		weaponJoint.Parent = rightArm
		warriorArsenal.Parent = character
		--Switch out the current animate script with this class' animate script.
		warriorAnimate.Name = "Animate"
		warriorAnimate.Parent = character
		used = false

The outfit is welded to the character no problem, but with the weapon I create a joint so it can be animated. In lines 92-94, I switch out the current animate script with the class’ designated animate script. The old animations are very similar to the class’ animations, the only difference is that the weapon is supposed to be animated in the class’ animations. However, as you saw in the video, every part of the animations works properly except the weapon.

I have double checked that the animation ids are correct, so this is not the problem. The joint’s Part0 and Part1 are also correct. Something to note is that the weapon gets attached to the player’s character correctly when the animate scripts are not switched.

Here is a video showcasing what I mean:

As you can see, the weapon is attached properly to the character. However, the animations playing are not the class’ designated animations and are instead the old animations which do not animate the weapon, but I need the class’ animations to be playing so the weapon is animated, which I why I programmed lines 92-94 in the script above.

Here is also the code for the class’ designated animate script if it helps:

local player = game.Players.LocalPlayer
repeat wait() until player.Character
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")

local idleAnim = humanoid:LoadAnimation(script.IdleAnim)
local runAnim = humanoid:LoadAnimation(script.RunAnim)
local jumpAnim = humanoid:LoadAnimation(script.JumpAnim)
local fallAnim = humanoid:LoadAnimation(script.FallAnim)

local animations = {

idleAnim.Priority = "Core"
runAnim.Priority = "Core"
jumpAnim.Priority = "Movement"
fallAnim.Priority = "Movement"

local state --Used to ensure the proper animation is being played at the proper time.

--Idle and Run Animations Function
	if speed == 0 and not idleAnim.IsPlaying then
		state = "idle"
		if state == "idle" then
			--Stops all playing animations.
			for i, v in pairs(animations) do
	elseif speed ~= 0 and not runAnim.IsPlaying then
		state = "running"
		if state == "running" then
			for i, v in pairs(animations) do

--Jump and Fall Animations Function
humanoid.StateChanged:Connect(function(old, new)
	if new == Enum.HumanoidStateType.Jumping then
		state = "jumping"
		if state == "jumping" then
			for i, v in pairs(animations) do
	elseif new == Enum.HumanoidStateType.Freefall then	
		state = "falling"
		if old == Enum.HumanoidStateType.Jumping then
			wait(0.2) --Approximate time it takes the player to reach their peak jump height.		
			if state == "falling" then
				for i, v in pairs(animations) do
			if state == "falling" then
				for i, v in pairs(animations) do

I am stuck on how to solve this, so if you have any ideas, please let me know!

Maybe instead of deleting the old animate script when you teleport, add code to that script that applies specific animations based on the players class. I’m not 100% sure but this could be what is causing your issue.

I tried that before this but found that the variables containing the animations had to be reset. I had a remote event fire so they got set to the new animation values but found that animations were stuttering and did not play when they were supposed to. The whole thing was a mess. If you have any ideas on how I could fix this, feel free to share!