Attaching a model to the player makes the player's movment weird

making all parts in the stand massless doesnt do anything and when i make the stand humanoidRootPart massless i become unable to move

Do you want it to tween smoothly instead or set the cframe every millisecond?

just turn “MassLess” to true for every part or mech in the model

i want the stand to follow the player smoothly i tried using the runservice heartbeat event to update the stand cframe to the player exact cframe + a new vector3 but that makes the stand keep follow the player in a choppy way

Did you try RunService.RenderStepped?

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i’d appreciate if you read the post befor commenting since multiple people has suggestted making the stand massless and i told them it doesnt work and i even wrote that it doesnt work on the original post

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no i havent tried it what does it do?

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The RenderStepped event fires every frame , prior to the frame being rendered. The step argument indicates the time that has elapsed since the previous frame.

via: RunService documentation

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that actully worked thanks although it made another problem it being the stand doesnt stay on a fixed position here is the script that moves the stand

runserv.RenderStepped:Connect(function()
omori.HumanoidRootPart.CFrame = plr.Character.HumanoidRootPart.CFrame + Vector3.new(3,3,3)
end)

and here is how it moves

Try changing Vector3.new(3,3,3) to Vector3.new(3, 0, 3)

still the same issue when i rotate by walking to a direaction the stand doesnt rotate with me instead it just faces the same direaction and when i shift lock and rotate the stand starts moving around me and doesnt stay in its place

Hmm, maybe try providing the deltaTime parameter in the RenderStepped event, like this:

runserv.RenderStepped:Connect(function(deltaTime)

not sure how to use that but i’ll try to figure it out on my own thanks for your time

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You can go through the documentation I provided here

Try this:
HumanoidRootPart.CFrame = plr.Character.HumanoidRootPart.CFrame * CFrame.new(3,3,3)

thanks for the response i think this will work but i’ve already made a work around i’ve noitced that when making the cframe.new() the stand will follow the player exact cframe so i made a part follow the exact cframe of the player and welded the stand to it to achive the same effect i might use your method to optimize the code so thanks

you should do vector3.new instead of cframe.new, cuz doing cframe throws an error

edit: oops i was wrong it doesnt throw an error :sweat_smile:

What sort of error? Can you please share?

it only throws an error if its +, in this case its *. sorry for the misunderstanding!

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