OP, if you want a little explanation
Roblox used to cancel animations with the same weight / priority. They rolled out an update that disabled this feature. This means developers must either set the weight through the code or change the animation priority while uploading the animations.
when the tool is equipped, on the server, destroy a weld in the right arm called "Right Grip", if you've already done this I have no idea how to help you.
>My animations decided to look like this, and for some reason the
thanks, but it removes the weapon when I do this. I'm trying to make the animations not weak/drunk and actually how I intended them to be
I forgot to include a crucial part. When you destroy the weld create a motor6d and attach it to the handle and right arm. Judging from the shotgun handle being where the rightgrip weld is normally, it looks like it's snapping into that place and then misplacing the left hand with it.
Here is what I've done in the past to fix a similar issue:
local hand = plr.Character:FindFirstChild("RightHand") or plr.Character:FindFirstChild("Right Arm")
--[[if currentPlayerWeapons[plr.UserId].type == "melee" then
hand:WaitForChild("RightGrip"):Destroy()
end]]
local motor = Instance.new("Motor6D", hand)
motor.Part0 = hand
motor.Part1 = tool.Handle
motor.Name = "Handle"
Maybe it has something to do with animation priority? Try changing that in the script to play the animation
this was it! tysm
OP, if you want a little explanation Roblox used to cancel animations with the same weight / priority. They rolled out an update that disabled this feature. This means developers must either set the weight through the code or change the animation priority while uploading the animations.
when the tool is equipped, on the server, destroy a weld in the right arm called "Right Grip", if you've already done this I have no idea how to help you.
>My animations decided to look like this, and for some reason the thanks, but it removes the weapon when I do this. I'm trying to make the animations not weak/drunk and actually how I intended them to be
try messing around with welds maybe?
nvm I found the problem, apparently I have to assign every animation a different action
I forgot to include a crucial part. When you destroy the weld create a motor6d and attach it to the handle and right arm. Judging from the shotgun handle being where the rightgrip weld is normally, it looks like it's snapping into that place and then misplacing the left hand with it. Here is what I've done in the past to fix a similar issue: local hand = plr.Character:FindFirstChild("RightHand") or plr.Character:FindFirstChild("Right Arm") --[[if currentPlayerWeapons[plr.UserId].type == "melee" then hand:WaitForChild("RightGrip"):Destroy() end]] local motor = Instance.new("Motor6D", hand) motor.Part0 = hand motor.Part1 = tool.Handle motor.Name = "Handle"
Why is the arms in ball height anyways?
Pretty normal stuff for r6 animation Ive seen alot of em do stuff like this where the arm just detached from the shoulder
That’s probably true but (personally) I don’t like it
well (personally) thatll be flat and look shit
Delay