i tried following tutorials, and i did what they said
Unachoring everything besides the primary, setting the primary, tweening the primary, welding all the parts to the primary but its stil only moving the primary part. so how do i move a whole model
while true do
task.wait(Rate)
if CanSpawn == true then
SillyMeter = math.random(SillymeterRate1, SillymeterRate2)
local FALLER = part:Clone()
FALLER.Parent = game.Workspace
local Goin = FALLER["Goin?"]
Goin.Value = true
--Effects
for _, V in script.Parent.Parent:GetChildren() do
if V.Name ~= "Part" and V.Name ~= "Main" and V.Name ~= "Dest" and V.Name ~= "Goin?" then
V.ParticleEmitter.Enabled = true
end
end
local FallingAnim = Tween:Create(FALLER.PrimaryPart, Info, { Position = dest.Position})
FallingAnim:Play()
--OtherParts
if SillyMeter == 1 then
FALLER.Main.Silly.Playing = true
FALLER.Main.PointLight.Enabled = true
print("Party")
else
--print(Normal)
FALLER.Main.Sound.Playing = true
end
end
end
Idk why u want my code but ok
Move the HumanoidRootPart specifically, and use CFrames instead.
local FallingAnim = Tween:Create(FALLER.HumanoidRootPart, Info, { ["CFrame"] = CFrame.new(dest.Position)})
theres no humanoidrootpart its a model??? not an NPC
When you reference primary part, you are referencing the HumanoidRootPart unless you have some kind of special model I dont know about
When people say “Model” They are usually referencing some kind of character-like thing but I understand your situation now.
Use CFrames instead on the primary part.
models use a primary part, the primary part is what you set it to. in my case its the biggest part.
Did you now know that about models? (not trying to be rude)
I’ve been dealing with alot of character related “Model” situations, so my initial thought is that it was a character since you didn’t specify.
that didnt work just gave an error that there is not cframe property
Literally all parts have a CFrame property. Are you trying to move a mesh?
never mind i spelt cframe wrong that works thanks
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