[HELP] Hands up, with walking animation glitch.

So I made a script for my gamemode when you press the F3 button it makes your hands go up. When you start running the default running animation moves your arms in weird ways.

init.lua
[LUA]
function GM:ShowSpare1( ply )
local rupperarm = ply:LookupBone(“ValveBiped.Bip01_R_UpperArm”)
local lhand = ply:LookupBone(“ValveBiped.Bip01_L_Hand”)
local lforearm = ply:LookupBone(“ValveBiped.Bip01_L_Forearm”)
local rforearm = ply:LookupBone(“ValveBiped.Bip01_R_Forearm”)
local lupperarm = ply:LookupBone(“ValveBiped.Bip01_L_UpperArm”)
local rhand = ply:LookupBone(“ValveBiped.Bip01_R_Hand”)

if handsup == false then
	handsup = true
else 
	handsup = false
end

if handsup == true and ply:GetActiveWeapon():GetClass() == "weapon_empty_hands" then	
	ply:ManipulateBoneAngles(rupperarm, Angle(90,-90,0))
	ply:ManipulateBoneAngles(lhand, Angle(0,0,0))
	ply:ManipulateBoneAngles(lforearm, Angle(0,-90,0))
	ply:ManipulateBoneAngles(rforearm, Angle(0,-90,0))
	ply:ManipulateBoneAngles(lupperarm, Angle(-90,-90,0))
end
if handsup == false then	
	ply:ManipulateBoneAngles(rupperarm, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(lhand, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(lforearm, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(rforearm, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(lupperarm, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(rhand, Angle(0, 0, 0))
	ply:SetRunSpeed(220)
end

end

function GM:PlayerSwitchWeapon( ply, oldWeapon, newWeapon )
local rupperarm = ply:LookupBone(“ValveBiped.Bip01_R_UpperArm”)
local lhand = ply:LookupBone(“ValveBiped.Bip01_L_Hand”)
local lforearm = ply:LookupBone(“ValveBiped.Bip01_L_Forearm”)
local rforearm = ply:LookupBone(“ValveBiped.Bip01_R_Forearm”)
local lupperarm = ply:LookupBone(“ValveBiped.Bip01_L_UpperArm”)
local rhand = ply:LookupBone(“ValveBiped.Bip01_R_Hand”)

	ply:ManipulateBoneAngles(rupperarm, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(lhand, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(lforearm, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(rforearm, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(lupperarm, Angle(0, 0, 0))
	ply:ManipulateBoneAngles(rhand, Angle(0, 0, 0))
	ply:SetRunSpeed(220)

end
[/LUA]

STANDING STILL IMAGE

RUNNING IMAGE

So if anyone knows how to make it so that the arms stop using the running animation but the legs and body still do or any other way of fixing my problem it would be amazing!
thankyou in advance.

bumpity bump bump

I’m not sure if it’s possible to kind of combine two animations the way you are asking to do.

santosrp has done something like it I believe

Add santosrp owner and ask him how he did it

I think SantosRP use another kind of thing, since their arms doesn’t twisted and distorted like that

I figured it out!

If anyone is having this problem and need help
I basically set my hands swep holdtype to passive when handsup = true
and the set it back to normal when handsup = false