Changing the center of a union

How???
Please send me the model please.
@RMofSBI

What you linked me to is not identical to what i see in your video though.

You sent me a BattleshipTurret model and in the video i see a part that you rotate only, not a model.

Are you making a union out of all these parts?

Edit: i made a union out of them, and still can rotate the pivot just fine.

@RMofSBI
Eeek!
I removed everything in it to make sure it would work.
Should I send you the exact same thing?

Have you tried restarting studio? this is working for me without me touching anything.

Also, try to rotate it in an empty baseplate like i did.

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Am trying it now. :slight_smile:

Have you tried changing studs?

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It didn’t work, I tried it in a baseplate, with the Union.
:cry:

What are dose?
Like do you mean the units?
What would that do for Orientation?

You’re supposed to use the actual rotate draggers, not the properties orientation
Capture

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Your studs are on 1 stud, so if you change it to 0 it will possibly center it.

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Ohhhh.
I guess I had a zero IQ meltdown.
However, it doesn’t work when I use the orientation to rotate.
It worked when I used rotate though.

It should work with adjusting the orientation in properties, but it doesn’t, let me see why.

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Changing the orientation via properties doesn’t consider the pivot point, it orients using the centre of the selection, the rotate dragger actually uses the pivot point.

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Okay, but for my battleship actual scripting, it uses Pivot point by assigning the Orientation to a Vector3.
How would I rotate it like this?
(Sorry about being pushy and possibly extremely annoying)

Do you see how each angle of the turret when you are physically rotating it will also change the Origin Orientation… this is what needs to also change via script.

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I believe it has something to do with changing the studs so when you rotate it, it doesn’t go off center like that, I’m not sure.

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No clue because I am not a scripter, but it’d probably be something like having the turret be in a model named “turret”, have a no-collide/no-touch part set where you want the pivot to be, you could name said part “pivot”, set the primary part of the “turret” model to the “pivot” part.
Then have the script which rotates the turret call for the “turret model”, get the “pivot” part, and CFrame it via that part or something idk.

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Yes.
I see that the Orientation changes when I use rotate.
However, so does the POSITION which is rather inconvienent.
So do I just use the CFrame, put it into a part from ReplicatedStorage, then copy the orientation AND position?

Yes, it did not work.
It is because rotate also changes the position as well as the orientation. :sob: