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(
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
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
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
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.