This is for concept and educational purposes as I’m away on holiday at the moment
I’ve seen that ROBLOX has now removed Legacy surface appearances such as Hinges etc. Evidently the same will happen to Body Movers in the future. I work with BMs and am not familiar with constraints at all - Which is where I come to ask.
How could I set them up? For example, I have a StarShip that is restricted to the Y axis of 15, using BodyPosition. I then use BodyVelocity to move around accordingly using a VehicleSeat as reference for Steer and Throttle. and BodyGyro to manage the turning and tilting - Whilst remaining on Y = 15.
If anyone can provide some indication on how I can use the constraints to manage this, it’d be appreciated.
This will be updated accordingly once I return home.
AlignOrientation is a kind of contraint that will try to align the two attachments’ orientation, so they face the same direction, and have same roll, and stuff. You could have an attachment that you rotate when you turn, and a main attachment that is on the rootPart of the ship (idk). With enough force, the ship will turn.
AlignPosition is the same thing as AlignOrientation, but for position.
VectorForce is a contraint where the contraint will “drag” the Attachment0 in the direction vector of the force. The force is a direction vector (or a lookvector, same thing) that will govern the direction of where the object will get dragged to (magnitude of vector is the force). The direction will also depend on whether its local to Attachment 0 or 1, or if its in world space.
LineForce is the same thing as VectorForce, but the force updates itself when the parts moves (so if your force is CFrame.new(Vector3.new(0,0,0),Vector3.new(0,100,0)).LookVector, then the force will be updated so the parts is still moving toward Vector3.new(0,100,0) i think)