Nope, it didn’t work! Rotation the boots doesn’t work, because I used :SetPrimaryPartCFrame which sets the CFrame of the boots to the CFrame of the legs i think.
This may or may not help, but for armor in my game, I have boots as well, I use accessories. I create a part called handle, and that part has to be positioned and rotated correctly. From there just weld the other parts to it. You will need a attachment to the part of the leg the accessory goes to.
Pictures: (I use R6, but I know this works in R15)
Important to make sure that the Part0 is the handle.
All of the parts are not anchored and CanCollide is off.
This is really all I got hope this helps!
-Witch(@witch2352)
using accessories is very nice since it removes a bit of the weld work, another great note too is you can use welds on the other parts of the model and the foot to bootHandle part can be the weldConstraint
you can use a mix of the two. use welds on the parts that are NOT the primaryPart and weld them to the primaryPart. Then you can use a weldConstraint between the character leg and the primaryPart of the boot.
You were definitely on the right track here. To rotate the boot, don’t worry, you can just use *CFrame.Angles() to do this. In your code snippet you created a new CFrame with a new Vector3 value, I personally think this may be a bit excessive, as it could be much simpler. Perhaps try this:
local boot = game:GetService('ReplicatedStorage'):WaitForChild("Boot"):Clone()
boot:SetPrimaryPartCFrame(character["Left Leg"].CFrame*CFrame.new(0,-.6,0)*CFrame.Angles(0,math.rad(180),0))
boot.Parent = character
boot.WeldConstraint.Part0 = boot.PrimaryPart
boot.WeldConstraint.Part1 = character["Left Leg"]
If this isn’t the right rotation, please provide a screenshot of the boot if you use this code snippet.