diff --git a/src/camera.cpp b/src/camera.cpp
index 0dd0a767b..f227bd98a 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -71,7 +71,12 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
 
 	m_digging_anim(0),
 	m_digging_button(-1),
-	m_dummymesh(createCubeMesh(v3f(1,1,1)))
+	m_dummymesh(createCubeMesh(v3f(1,1,1))),
+
+	m_wield_change_timer(0.125),
+	m_wield_mesh_next(NULL),
+	m_previous_playeritem(-1),
+	m_previous_itemname("")
 {
 	//dstream<<__FUNCTION_NAME<<std::endl;
 
@@ -142,6 +147,21 @@ void Camera::step(f32 dtime)
 			m_view_bobbing_fall = -1; // Mark the effect as finished
 	}
 
+	if(m_wield_change_timer < 0.125)
+		m_wield_change_timer += dtime;
+	if(m_wield_change_timer > 0.125)
+		m_wield_change_timer = 0.125;
+
+	if(m_wield_change_timer >= 0 && m_wield_change_timer - dtime < 0) {
+		if(m_wield_mesh_next) {
+			m_wieldnode->setMesh(m_wield_mesh_next);
+			m_wieldnode->setVisible(true);
+		} else {
+			m_wieldnode->setVisible(false);
+		}
+		m_wield_mesh_next = NULL;
+	}
+
 	if (m_view_bobbing_state != 0)
 	{
 		//f32 offset = dtime * m_view_bobbing_speed * 0.035;
@@ -351,6 +371,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
 	v3f wield_position = v3f(55, -35, 65);
 	//v3f wield_rotation = v3f(-100, 120, -100);
 	v3f wield_rotation = v3f(-100, 120, -100);
+	if(m_wield_change_timer < 0)
+		wield_position.Y -= 40 + m_wield_change_timer*320;
+	else
+		wield_position.Y -= 40 - m_wield_change_timer*320;
 	if(m_digging_anim < 0.05 || m_digging_anim > 0.5){
 		f32 frac = 1.0;
 		if(m_digging_anim > 0.5)
@@ -559,18 +583,33 @@ void Camera::setDigging(s32 button)
 		m_digging_button = button;
 }
 
-void Camera::wield(const ItemStack &item)
+void Camera::wield(const ItemStack &item, u16 playeritem)
 {
 	IItemDefManager *idef = m_gamedef->idef();
-	scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
-	if(wield_mesh)
-	{
-		m_wieldnode->setMesh(wield_mesh);
-		m_wieldnode->setVisible(true);
-	}
-	else
-	{
-		m_wieldnode->setVisible(false);
+	std::string itemname = item.getDefinition(idef).name;
+	m_wield_mesh_next = idef->getWieldMesh(itemname, m_gamedef);
+	if(playeritem != m_previous_playeritem) {
+		m_previous_playeritem = playeritem;
+		m_previous_itemname = itemname;
+		if(m_wield_change_timer >= 0.125)
+			m_wield_change_timer = -0.125;
+		else if(m_wield_change_timer > 0) {
+			m_wield_change_timer = -m_wield_change_timer;
+		}
+	} else {
+		if(m_wield_mesh_next) {
+			m_wieldnode->setMesh(m_wield_mesh_next);
+			m_wieldnode->setVisible(true);
+		} else {
+			m_wieldnode->setVisible(false);
+		}
+		m_wield_mesh_next = NULL;
+		if(m_previous_itemname != itemname) {
+			m_previous_itemname = itemname;
+			m_wield_change_timer = 0;
+		}
+		else
+			m_wield_change_timer = 0.125;
 	}
 }
 
diff --git a/src/camera.h b/src/camera.h
index 0ed5c20d2..c8a6e0bb8 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -117,7 +117,7 @@ public:
 	void setDigging(s32 button);
 
 	// Replace the wielded item mesh
-	void wield(const ItemStack &item);
+	void wield(const ItemStack &item, u16 playeritem);
 
 	// Draw the wielded tool.
 	// This has to happen *after* the main scene is drawn.
@@ -178,6 +178,12 @@ private:
 
 	//dummymesh for camera
 	irr::scene::IAnimatedMesh* m_dummymesh;
+
+	// Animation when changing wielded item
+	f32 m_wield_change_timer;
+	scene::IMesh *m_wield_mesh_next;
+	u16 m_previous_playeritem;
+	std::string m_previous_itemname;
 };
 
 #endif
diff --git a/src/game.cpp b/src/game.cpp
index 746769aee..185f42eae 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -3084,7 +3084,7 @@ void the_game(
 			ItemStack item;
 			if(mlist != NULL)
 				item = mlist->getItem(client.getPlayerItem());
-			camera.wield(item);
+			camera.wield(item, client.getPlayerItem());
 		}
 
 		/*