You can rotate the C0 of the weld! You’ll have to loop this and you might also need to change what axis the rotation is happening on depending on what it’s welded to.
For some reason when I weld the propeller to the base with a weld the properller moves inside the base, it doesn’t happen with weld constranints. And if I try to reposition the part the weld gets destroyed.
I believe there is a way with WeldConstraints, but I use manual welds myself. If you want to use the method I mentioned, you can use this to manually weld 2 parts without changing their position!
return function (part1,part2)
local weld = Instance.new("ManualWeld")
weld.Parent = part1
weld.C0 = part1.CFrame:Inverse() * part2.CFrame
weld.Part0 = part1
weld.Part1 = part2
return weld
end
With the method I suggested, you can still get accurate collisions with the propeller if you want to. Definitely unanchored, then collisions on. Depending on how the propeller is set up, you will probably need to add a no collision constraint between the propeller and any other part of the plane it’s touching. Particularly if the mesh collisions are a little unruly.