Greetings!
I wish to animate the coupling and bar on the side to essentially “Open” when clicked and then “Close” when clicked again. I could simply do the classic Collision Transparency Magic Trick but that seems too basic in a way, simple sure but not what I am looking for.
I have read into Tweening a bit but from what I know compared to what I have researched, to do so on a local axis where welds exist seems far more complex. Using things such as constraints from my experience render unexpected results too.
What are some methods to go about this and how could I do this on a rigid model that is meant to move? I would like to apply this to other parts of the game such as doors for example too. I feel the answer here is very simple yet I am looking past it as oblivious as I can be but any help is best help for what I can look into.
For the train people who come across this. Please. Be nice to me. 
Really hope this doesnt go unnoticed like the last post I made
Tweening with CFrames & welds isn’t as complex as you think. Just an example:
local TweenService = (tween service)
local example_Part = game.Workspace.Part
local example_Part2 = game.Workspace.Part2
local weld = example_Part.Weld
weld.Part0 = example_Part
weld.Part1 = example_Part2
--lets assume the arrangement of the parts look like this: |_
--Using the C1 property of a weld, we can change the relative property and rotation of the second part to the first
local Tween = TweenService:Create(weld, insert_TweenInfo, {C1 = weld.C1*CFrame.Angles(0, 90, 0)
--This tweens part 2's rotation to always be 90 degrees to the right from part 1's rotation
Tween:Play()
--Now the arrangement might look like this:|
-- |
Sorry if this wasn’t a good explanation, I’m still learning this process myself
of course, if you want to move it, you’re going to have to change the weld’s offset yourself, but that shouldn’t be a problem
good luck!
Ill take a look into this. I am still learning tweens myself as well but I appreciate the time spent on the example!!!
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by the way, you’re gonna want to remember to unanchor the part you have as the weld’s Part1, otherwise the part won’t rotate to the weld’s offset
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I see what is said here right but assuming the Cframe is offset, how would I go about it or did you already cover that and I am yet again being oblivious. Forgive me
Sorry for the late reply
You can set the offset in studio or add it to your code, it would be easier doing it straight from the properties window assuming it would have the same offset all the time
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