I want a simple explanation of the following situation.
I have used a renderSteppped in order to make the head of an R6 character face the location of my character constantly (I don’t care if it goes backwards or whatever) but this for some reason happens.
local Players = game:GetService("Players")
local RS = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local tweenService = game:GetService("TweenService")
local playerMovedEvent = RS.PlayerMoved
local player = Players.LocalPlayer
local character, humanoid, humanoidRootPart
local NPC = workspace.NPCRig
local NPCHead = NPC.Head
player.CharacterAdded:Connect(function()
character = player.Character
humanoid = character:WaitForChild("Humanoid")
humanoidRootPart = character:WaitForChild("HumanoidRootPart")
end)
RunService.RenderStepped:Connect(function()
local humanoidRootPartPosition = humanoidRootPart.Position
NPCHead.CFrame = CFrame.new(NPCHead.Position, humanoidRootPartPosition)
end)
(I do not even care if it is even that smooth - frankly it is just because of render stepped loop)
I look into other posts and when they move the head, they for some reason call a “C0” object. Can someone please clarify what this is and why what appears to be a dead easy script has to be overcomplicated by solutions. And also, why does my thing turn out like this, is there something to do with welds as the head is connected to the rest of the character?