I kind of have a funny situation here. I am currently trying to make a custom character which is just a hole in the ground right now. The thing is that the cylinder is on the side, as opposed to flat on the ground as it is supposed to be. How do I change its axis?
The torso part is the hole, right? So reverse the values for the size so its default y is the short side and default x and z is the long sides. When rigging it’s important to know that the rig makes the front side of the root being the forward direction for movement and orientation and the top being vertical facing upward.
I think I misspoke, I meant when the player moves around, the hole should rotate as if it’s a person. It’s just staying on one axis without any rotation.
Maybe just don’t care about it. It’s a circle anyways, so it should be fine and people won’t notice nor care that it doesn’t spin when you look different directions. They will have no idea that it’s supposed to, either. Just turn the transparency of the HumanoidRootPart to 1 and collisions off, and you’re done. Putting this much trouble into making a radially symmetrical object rotating is a waste of time on something pointless.