When a player grabs an object, theoretically it should lock the parts cframe orientation to the cameras cframe, I store this as a variable and change the bodypositions value in a renderstepped loop
As of now, the calculations i’ve put in place are entirely wrong (utilized cframe:ToObjectSpace and ToEulerAnglesXYZ), it spins the object and grabs the orientation incorrectly
heres a short video demonstrating my grabbing system as of now
also i suppose that the parrent of BodyGyro is that small white ball right? if that is so, make sure the CFrame orientation of that ball is equivalent to the orientation of your object before welding it. what is happening here, i assume, is that your ball is being positioned and welded on the surface of the object without any inital rotation which causes this ball to rotate in unwated orientations when BodyGyro is applied
Should’ve said this when i made the post, but when the player is not grabbing, the alignposition and alignorientation is parented to the camera, when the player is grabbing an item, they are both parented to the item, plus the attachment that is visible via the white ball. both alignposition and alignorientation are using this attachment.
for specifics regarding the alignposition, it doesnt apply to centre of mass, doesnt use rigidityenabled
It seems in this situation, objectspace and worldspace doesnt work here. which for me, makes no sense.
oh well, i thought you were using BodyGyro not BodyOrientation, nonetheless the problem stays the same as i described above but instead of making sure the part’s orientation is the same as the object’s you have to rotate the attachment