Anchored BaseParts Inside Of My Model Are Offset when I Moving & Rotating Model

Hello, this is my First Bug Report. I collided with Problem, that the Anchored (BaseParts) in My Model are starting Offset when I Moving & Rotating it, after some time.

My model is also fullestly Static (Anchored) & not intended for Physical Interactions.

I using Model:SetPrimaryPartCFrame(CFrameFromMatrix) Method, to Rotate & Move Model.
I also tried (for some reason) to bind all BasePart to Model’s PrimaryPart, using WeldConstraints, but it didn’t solved my Problem.

Here are the Shots of my problem:
Before
AFTER

In Conclusion, I’ll add, that the (Static) Tail of my model was very much displaced, when I back in game After 10 Minutes.

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Not a forum bug
Should be in #bug-reports:engine-bugs

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I found the Solution here: Introduction to Tweening Models

local offset = primaryPart.CFrame:ToObjectSpace(boundPart)
primaryPart.CFrame = primaryPart.CFrame * CFrame.new(1, 2, 3)
boundPart.CFrame = primaryPart.CFrame:ToWorldSpace(offset)

-- You can also use CFrame inverse, which is what ToObjectSpace is internally

primaryPart.CFrame = primaryPart.CFrame * CFrame.new(1, 2, 3)
boundPart.CFrame = primaryPart.CFrame:Inverse() * boundPart.CFrame

SetPrimaryPartCFrame() - Is DEPRECATED Method & not Recommended for Use, due to Wrong Calculating of Offset.

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