I think I should have said why I am using welds for this. I am working on a car chassis that consists of bodymovers and code. Nothing else. Which is why I can’t use the constraints roblox provides us with to build a car (excluding welds).
Yeah… No, Motor6Ds are still used and will be used for character and other often changing joints. Welds are still used and will be used when a joint which might move but not frequently is required. WeldConstraints are only practical when you have to weld 2 parts together and leave them at it.
His project is a car based on ray-casting and movers/constraints without collideable wheels. It’s way more stable if done correctly.
Also, Motor6Ds literally work the same in this case as Welds, so I don’t see any logic behind the “advanced” part.
This seems to be an issue in euler to matrix conversion (converting them manually doesn’t help), but it works perfectly when I set the angles to the Orientation property.
I finally managed to fix this by inverting the rotation matrix.