I'm clearly having trouble getting this code to work the way I want, and I believe that's mostly because I don't understand it fully nor do I understand Lua enough to fix it...
This code was passed down to me from an old friend, but without teaching me what he knew of it.
The issue is that initially the tool begins held in hand as some nonthreatening object, then upon saying "[Weapon Name] Advance" it will turn into an actual weapon (with capability to kill while enhancing one's own power). I've gotten most of the "super power" aspects finished but for whatever reason, I fail to make the weapon held properly both visually AND physically. Here is the block of code that I mess with, followed by pictures of the entire scenario:
function CastSpell()
wand.Parent.Humanoid.Jump = false
stick.Mesh:Remove()
bullet = Instance.new("SpecialMesh")
bullet.MeshId = "http://www.roblox.com/asset/?id=62275708"
bullet.TextureId = "http://www.roblox.com/asset/?id=62275734"
bullet.Parent = stick
bullet.Scale = Vector3.new(1.5, 0.9, 1.5)
wand.GripPos = Vector3.new(0, -0.2, -1.9)
wand.GripForward = Vector3.new(-0.4472, 0.8944, 0)
wand.GripRight = Vector3.new(0.8944, 0.4472, 0)
wand.GripUp = Vector3.new(0, 0, 0)
--wand.Parent.Humanoid.WalkSpeed = 30
--wand.Parent.Humanoid.MaxHealth = 5000
--wand.Parent.Humanoid.Health = 5000
end
Here are the links to the two tools I have been experimenting with...
Dention: http://imgur.com/a/Y4Mxz
Drake: http://imgur.com/a/8fdqP
If someone could take the time to review and suggesting possible fixes, that would be much appreciated. I would also appreciate in said reviews if there was directional help, i.e., teaching me what the various Grip(x) mean as well as how Vector3 and respective variables apply to them.

7 comments
Right, but even playing with them, I appear to be moving the handle itself so where the Mesh simply appears correctly as opposed to both of them being parallel and in-hand correctly... that's what I'm curious about and I don't know where to begin.
I don't understand. Of course they will move the handle around -- that's their point.
Sorry if my English is off; I have been changing the Vector3/Grip numbers and the result is the same... I can't have both Mesh and Brick positioned correctly (it's one or the other) and I don't know how to fix this.
Meshes are relative to their part, so if the brick is at the right position, the mesh should be also. Think of a roblox sword.
Okay but if you've looked at the Imgur pictures, you'll see my issue... either the mesh or the brick will be held properly and the other aspect will not be. I don't know how to fix this, do you have any suggestions on how to line up mesh and brick?
Oh I see, your mesh is aligned with the Z axis, or the front and back faces of the part. Simply resizing the part appropriately should fix it.
Okay, thanks! It worked for the two tools I've been using, ^^ The brick was floating in air but after adjusting the brick size itself, it lined up correctly!