How to make a welded part tween?

I want to tween a part that’s welded, I’ve tried using WeldConstraint, etc… I’m not completely sure on how I would go about this.

It works for the most part:


UNTIL the model is unanchored:

I’ve tried a lot of solutions, do I have to use Welds instead? Would that be smarter? and how would I be able to tween it?

Would I use lerping? I’ve heard of it, but never really tried it.

If you are going to have multiple helmets in your game, the way I would do it is this:

  • Rig your character with a part that the helmet will be attached to.
  • Create an animation of the part going from the back to the head, as the helmet would.
  • Attach the helmets to the part where they need to be via weld constraints.
  • Play the animation with the helmet attached.

Using animations will ensure the part and helmet are relative to the character every step through the movement.

So what you’re saying is have two welded helmets, have an animation play, and relative to whichever position its going to, base the visibility of those two to invisible / visible?

No, you just play the animation of the part moving from the back, to the head. If the helmet is attached via weld constraint, it will move with it.

How would it move with the animation? You’re saying I should weld it to the arm, off the PrimaryPart while its animating, then re-weld it? I’m so confused, sorry! :sweat_smile:

nvm i get it now LOL THANK YOU

1 Like

1 Like

ok, one question though, how can i fix this issue? whenever i WELD with the motor6d, it kind of just repositions itself… what can I do to fix this?

You want to use a plugin like this to rig it together: RigEdit Lite - Roblox

How could I make it via programming? I’m trying to weld it to the character when they join…

I figured it out actually.

I had to mess around with the C0 and FromEulerAnglesXYZ to fully implement it, it works perfectly now, thanks for all the help! :smiley:

Hey man sorry to revive this old convo but I’m trying to do the exact same thing with a helmet. Could you elaborate on using c0 and FromEulerAnglesXYZ to fully implement it?