if Egg and PrimPart and egg and egg.Parent then
local UpPosition = CFrame.new(egg.Star.PrimaryPart.CFrame.X,egg.Star.PrimaryPart.CFrame.Y + 1,egg.Star.PrimaryPart.CFrame.Z)
--local DownPosition = CFrame.new(egg.Star.PrimaryPart.CFrame.X,egg.Star.PrimaryPart.CFrame.Y,egg.Star.PrimaryPart.CFrame.Z)
local starModel = egg.Star:: Model
if not starModel then return end
local tween = TweenService:Create(starModel, Info, {CFrame = UpPosition}) --
--local downTween = TweenService:Create(egg, Info, {CFrame = DownPosition})
task.spawn(function()
print("aaa")
tween:Play()
end)
Simple answer is, can’t really tween a model without an unoptimized method like using CFrameValues.
Really wish Roblox would add something but guess we’ll just have to wait
if ur gonna tween linearly just use a custom function paired with Lerping as it’s rlly simple and actually runs smoother than tweening a Model or BasePart, which is not an intended use of TweenService
for other stuff, u can search for formulas and implement them just as easily
You can tween parts of a model by creating rigid constraints and tweening the CFrame’s of the attachments the constraints are connected to (the moving parts need to be unanchored).
For an entire model, you can anchor a main part, connect the other parts to the main part with welds (and/or rigid constraints) (and make sure the other parts are unachored) then tween the main part’s CFrame.