Simple and short! All I want to do is find out how to tween a ring model when you fall through it. I also have other rotation tweens in the mix so here is my current code if needed:
local TweenService = game:GetService("TweenService")
local PrmyPart = workspace.Skydiving.Rings.Ring5.PrimaryPart
local startRotInfo = TweenInfo.new(.4, Enum.EasingStyle.Back, Enum.EasingDirection.In)
local loopRotInfo = TweenInfo.new(.2, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut)
local startTwn = TweenService:Create(PrmyPart, startRotInfo, {CFrame = PrmyPart.CFrame * CFrame.Angles(0, math.rad(90), math.rad(89))})
startTwn:Play()
startTwn.Completed:Wait()
local loopTwn = TweenService:Create(PrmyPart, loopRotInfo, {CFrame = PrmyPart.CFrame * CFrame.Angles(0, 0, math.rad(179))})
loopTwn:Play()
Thanks for the suggestion however I would need to keep it as a model so that transparency works fine. With that in mind you did give me an idea! In the future I may make a model in blender or revamp the ring as a whole and create it anticpating a union but for now I will stick with the model.
You are right! I don’t need to fill in the last variables because the defaults are what I need. Fun fact, you could simply leave it at TweenInfo.new() and all defaults would be used.