Hello. I am trying to weld parts together without the use of a plugin; however, manually selecting Part0 and Part1 causes the two parts to teleport to each other. How do I prevent this from happening? I have tried using the command bar to set the two properties, but the same issue occurs. The issue occurs for all weld-related objects with the exception of WeldConstraint (Weld, ManualWeld, Snap, Motor6D). Any help would be greatly appreciated!
I have tried looking for a preexisting topic regarding this issue, but I have been unable to. I imagine that others have experienced this as well, so feel free to drop a link if you know of one.
Thanks for your reply! Although that is one workaround, WeldConstraint has some subtle differences, and I need to use Motor6D for what I am trying to accomplish. Do you know how I can accomplish manually setting these?
I’ve made Motor6D joints using a script, but for items like vehicle steering, so my 2 Parts were supposed to be aligned center to center.
I basically ran the script in test mode (or you could use the Command Bar in Studio) to insert the Motor6D into one of the Parts, then saved it and it keeps the Motor6D in the parts.
You can access the properties of the Motor6D through a script to make it rotate.
What do you mean by Motor6D will work with WeldConstraints? As in they will work together? The issue I’m having is animating a rig via AnimationController, which requires Motor6Ds.
Could you elaborate on, “insert the Motor6D into one of the Parts, then saved it and it keeps the Motor6D in the parts”? I’m not quite sure what you mean. Does that prevent it from translating to the center?
As I said, I was using 2 parts with a Motor6D attaching them, but not for animation. I’m not familiar with adding them to a rig.
Motor6Ds have C0 and C1 Properties that control the offset of the weld so they don’t align at the center of both Parts. Here’s the link: Motor6D | Roblox Creator Documentation and have a look at the Properties Inherited from JointInstance.