so i made a custom rig using motor6D, i attached a mesh onto an R6 arm, put an animation on it. And now all i have to do (I think) is to attach the same mesh the same way i did to the rig to a player, i have no idea how
Now this is what AI came up with, i reviewed it and i cant see anything wrong, and the supposed output also shows that it works, but it doesnt when i ran the game:
||-- ServerScriptService/TridentAttacher.lua
local ServerStorage = game:GetService("ServerStorage")
local Players = game:GetService("Players")
-- Wait for the Trident part to exist in ServerStorage
local tridentPart = ServerStorage:WaitForChild("Trident", 10)
assert(tridentPart, "❌ Trident part not found in ServerStorage!")
Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(char)
-- Wait until character is fully parented to the workspace
char.AncestryChanged:Wait()
-- For R6, the arm is named "Right Arm"
local rightArm = char:WaitForChild("Right Arm", 10)
if not rightArm then
warn("Right Arm missing for player: "..player.Name)
return
end
-- Clone the trident into the character
local tridentClone = tridentPart:Clone()
tridentClone.Parent = char
-- Make sure both parts are unanchored (Motor6D needs that)
rightArm.Anchored = false
tridentClone.Anchored = false
-- Create Motor6D and weld
local motor = Instance.new("Motor6D")
motor.Name = "TridentMotor"
motor.Part0 = rightArm
motor.Part1 = tridentClone
-- Adjust C0 for correct grip; tweak as needed
motor.C0 = CFrame.new(0, -1, 0) * CFrame.Angles(0, math.rad(90), 0)
motor.Parent = rightArm
-- Snap orientation
tridentClone.CFrame = rightArm.CFrame * motor.C0
print("✅ Trident attached on "..player.Name.."'s Right Arm via Motor6D")
end)
end)||