Im trying to custom animate a baseball bat and it is composed of a model with a HumanoidRootPart bounded to the baseball bat mesh. The baseball mesh is bounded to the Handle of the tool. Of course there is an Animation Controller in the model. To animate the model, I have to anchor the HumanoidRootPart. However, I can't get the animation to play unless I leave the part anchored. Is there a way to get custom animations to play with the HumanoidRootPart unanchored?
COMMUNITY QUESTION
Custom animations without anchoring the HumanoidRootPart?
1 answer
Ok sorry to anyone who is answering this. I just found a solution. If I bind the HumanoidRootPart to the Mesh and the Handle instead of binding the HumaniodRootPart to the Mesh and then the Mesh to the Handle, everything works fine. In simpler words, just bind everything to the HumanoidRootPart.
This discussion is preserved as it was. New answers, comments, and votes are closed.

2 comments
what.. why..?
Oh, I also forgot to mention something else that I discovered later. Bind parts by clicking on them in the game view, instead of manually doing it in the workspace.