I’ve read of a couple custom Humanoid systems that use VectorForces to move the character and AlignOrientation to rotate the character. The best way I’ve found to use AlignOrientation to rotate the character is to rotate a second part:
It feels unnatural to use a second part considering BodyGyros don’t need a second part. Is this the only way to achieve this effect?
Also, on a slight tangent, is it correct to say that the new Attachment-based forces are meant to supersede Body movers? That’s been my impression, at least.