how to use the as a weapon in jjs
Here’s the quick scoop: in JJS, making a weapon usually means using the skill builder to add a mesh/visual block, bind it to a body part, then adjust position, rotation, and size until it sits correctly in the hand. Tutorials and forum posts also describe swapping weapon states with tags or switch logic so the same character can hold different weapons or use different move sets.
Basic setup
A common workflow is:
- Add a visual or mesh block for the weapon shape.
- Attach it to the correct limb, usually the right arm or hand.
- Tune the offset, rotation, and scale so it lines up naturally.
- Link the visual to the move logic so attacks match the weapon.
What people are doing
Recent tutorials show two main approaches: simple custom weapons for looks, and more advanced setups that let the weapon change your moves or equip state. Some guides also mention using separate tags or branches to switch between weapon forms, which is how players get one setup to behave like a sword, gun, or other tool.
Practical tips
- Start with a simple shape before trying fancy models.
- Keep the weapon close to the hand so swings feel clean.
- Test in-game often, because small rotation changes can make a big difference.
- If you want weapon swaps, build the base weapon first, then add the switch logic after.
Forum-style takeaway
“Make the mesh, bind it, then use tags/switches to make the move set follow the weapon.”
That is the general pattern repeated across the tutorials and discussion snippets I found.
TL;DR
In JJS, “using something as a weapon” usually means building a custom visual mesh, attaching it properly, and wiring it into your move set so attacks and equip states work together.