What's the most efficient way to attach model to player's hand/anything else

if i want to make it like, when player presses Key ‘1’ it will change the blade color to Black, how i do that?

bc when i try to do it, it gives me this:

Edit: nvm i found out the problem, and it works, thanks

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@haash_im

In my mini-tutorial, I don’t clone attachments. I made a completely new attachment on the accessory’s handle and positioned it on the handle of the mesh. You can see this from how I circle the front and right axis on both the rig’s RightGripAttachment and the sword’s attachment.

AddAccessory automatically aligns attachments of the same name. You’ll notice that I rotated the attachment on the sword so when I use AddAccessory, the axis would line up.

If you wanted to make my specific tool left-handed, all you’d need to do is change the name of the attachment in the sword handle to LeftGripAttachment.


@Rezy_Dev

Tool Grip Editor is only for changing the grip of a tool instance on equip. It doesn’t add tools to hands as OP requested as they’re using a custom tool solution here.

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I want to attach an accessory to a hand of a R6 character, but the problem is R6 models doesnt have attachments on hands. image
Is there a way to still add an accessory on hand without attachment?
Thank you!

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I think the best solution would be to add hand attachments to the R6 rig and then set that rig as the StarterCharacter.

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Thank you it works. I didn’t knew it is possible to add attachments manually like that.

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Where are you getting your test dummies from? R6 characters have hand attachments added natively. You may not be working with an updated model. It’s best to reference an actual character that’s constructed in a live game rather than something generated or retrieved from another source.

See:

Don’t use StarterCharacter if you aren’t majorly changing the construct of a rig.

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Oh thank you so much for informing me. I am using R6 dummies from toolbox. I added some other R6 dummies from toolbox and they also didnt had any attachments on arms, so that made me believe that there arent any attachments on arms.

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For some reason, it doesnt attach itself to the players hand. It just appears on the floor

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This would be a problem with your implementation. Please supply details about your current attempt. I can’t help you if all I have is this message to work from. Whenever something doesn’t work, you should always strive to provide as much about the circumstances as possible.

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It appears on the ground, not the hand
The steps were followed, just something is wrong…

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Could you supply other information about this? I still don’t have enough to work off of.

  • What is the hierarchy of the model?
  • How do you attach this to the player? What’s the code you’re using?
  • Can you confirm that a matching attachment for the handle exists in the character?

I’ve provided a small repro so you can check if what you’re doing matches exactly with the tutorial or my given implementation. Following through is important, including with naming choices.

Artificial Tool Repro.rbxl (49.2 KB)

The accessory is located in ServerStorage and the code I used is in StarterCharacterScripts.

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Also check if it is anchored or not.

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Do accessories work for shoes or boots? I was wondering if I could do this for my Ice skating system. Thanks!

This will work for any limb that has attachments in them. When you use AddAccessory, the Humanoid will line up attachments between the accessory’s handle and one of the same name within the rig, then weld the attachments together. I do recall there being attachments in leg limbs so absolutely it would.

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How would you change the grip?

If you need to change the grip, you would need to change the properties of the accessory and then reattach it to the player. You may lose some of the instant offsetting magic that a Tool instance provides primarily because once you change values around, the joint between the attachments may break.

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I wish I knew this method way before but I’ll keep it in mind for future use. Thanks for showing us this!

How would I do this with a tool/model consisting of multiple parts? I’ve tried things such as parenting the parts to the handle but only the handle is affected.

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You will need to weld all extra parts to the handle. Parenting will only change where the part is located in the hierarchy but it doesn’t have any implicit behaviours. You can find several resources, plugins and code samples to help you perform this. Studio also has a built-in welder via the constraints menu.

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Hello! How would I go about moving the right arm using this implementation? What I mean is when you use a normal tool it automatically moves the arm up so I would like to copy this behaviour using this method. Do you do it with animations?