AllignPosition Attachments with applying Ray position

EXPLANATION:

• If player presses Spacebar it raycasts infront of char
• if theirs a grid it makes them appear as if they are hanging onto that point.
• Using Welds/BodyPositions this works normally however I want to also have it so if a part is rotating then the Characters also rotates in position.
My Current Attempt at replicating this -
• AllignPosition seems to be the best option considering even though its buggy as you can clearly see, when working with constantly rotating parts its perfectly turning the character.

		local obj = Instance.new("AlignPosition")
		obj.Parent = Character.HumanoidRootPart
		obj.Name = "Active"
		a1 = Instance.new("Attachment")
		a1.Parent = Character.HumanoidRootPart 
		a1.Name = "Active"
		a2 = a1:Clone()
		a2.Parent = Part
		a2.Position = Position
		
		a1.Visible = true
		a2.Visible = true
		obj.Visible = true
		obj.Responsiveness = 200
		Character.Humanoid.AutoRotate = false
		Character:SetPrimaryPartCFrame(CFrame.new(Position, Position + Normal))

Dot represents the Position applied to the attachment before it goes crazy
Spinning Part

Non Spinning Part

Example of normal behaviour (Achieved through bodypos)
image

You can just use welds? If the player will be stuck to the object. Align position doesn’t function like welds. A weld acts like 2 parts together in a model. Align position is a force trying to keep the part in the position

This was the first thing i made an attempt at using. Welds only keep the player in place, They do not update players position based on the rotation offset of the spinning instance. Allign position achieves this. I don’t understand why it’s giving this behaviour though

Edit: Welds should theoretically work however when i tried no matter what Cframe/Part0/constraint-normal, unanchoring i did to my character it did not make it move at all. Potentially i’m missing something out then?

This has been resolved. Instead of applying ray Position to a2 I’ve just made it clone at hrp pos and keep it attached to the part. This makes it keep the impact position and allows my character to be repositioned around the spinning part.

I was going to say you can use a motor6d. And position relative to the part with .C1