How could I change a welds Part0 property while keeping the position?

I have a weld with a certain C0 and C1, and I need to change the Part0 property of that weld. The problem is that when I do change the Part0 property, the offset is still the same, resulting in something like this. (I am using attachment system(

image

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I could of sworn I added TWO QUESTION MARKS to the title

IT REMOVES MY SECOND QUESTION MARK

what are part 0 and part1 and what is the part that you’re making the new part0

it shouldn’t be relavant because I think something like this just requires math, but I will give information

some part named attachment in the attachment model - Part1
some part named attachment in the tool - old Part0
BodyAttach-NEW part0

I say some part because I can never be sure what part1 and old part0 are when it’s not a specified attachment I am describing

You can’t. You need to use a plugin like RigEdit Lite.

I thoguht there was math for this I can do in a script? It’s an attachment system and I need to do it while the game is running, by calling function in a model to attach. I’m doing this because there needs to be moving parts in my gun under BodyAttach

Oh. Then yeah there is. Not a lot though. Just use:

Run this BEFORE making and applying the weld!!!

local part0 = -- part0
local part1 = -- part1

local difference = part0.CFrame:ToObjectSpace(part1.CFrame)

-- Make weld and set part0 and part1.

Weld.C0 = difference
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i dont know why using weldconstraints arent an option, they dont have offset or anything.

motor6ds, I am using, I phrased it as weld. I use motor6d for animation.

ok I will try this later

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