for _, part in pairs(Mystand:GetChildren()) do
if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
coroutine.wrap(function()
for count=1,0,-.1 do
part.Transparency = count
wait(.1)
end
end)()
end
end
In addition to what the others have said, I recommend using TweenService as its purpose is to smoothly transition from one value to the next whereas using a loop is going to be a bit choppy. Also no need to create multiple threads (unless waiting for the .Completed event) as creating and playing the tween doesn’t yield the thread.
local tweenService = game:GetService('TweenService')
for i,v in pairs(Mystand:GetChildren()) do
if v:IsA('BasePart') and v.Name ~= 'HumanoidRootPart' then
tweenService:Create(v, TweenInfo.new(1), {Transparency = 0}):Play()
end
end
lua threads aren’t really real threads. they are just separate environments for code to run. unless there is 1 million parts then you don’t really need to worry about the loop being choppy.