How to tween a player's character model's position?

The title says it. I’ve tried making weld constraints to the HumanoidRootPart and Torso and tweening both of them. I’m trying to tween the character to go up but instead it results in the HRP or Torso only being moved and then falling. Does anyone know how to do this? :thinking:

Anchor the Root and then tween it

As far as i know, It is possible do it without an anchor, just apply tween to PrimaryPart of the model(HumanoidRootPart in the case of the “player” model)

Not anchoring the root will cause the physics engine to still take care of the part, which in turn will cause visual issues, if not worse.

Nah, i just checked it in client(through DevConsols), it works quite perfectly fine.

Check in server, check on live game.

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Checking through the roblox client (standard application) means joining into a regular server.
In general, there are no serious problems If you do not tween hundreds (if there are not thousands) of physics objects, In a regular character here are 16 objects in totat that will have physics, so in order to have a load(and lag), you need hundreds of players, but even without a tween, the server will be pretty laggy.

Align Position/ Align Orientation?


Trying to make this noob go up and float (I’m trying to make like a kill effect)

local Float_Character = TweenService:Create(Torso, TweenInfo.new(2, Enum.EasingStyle.Linear), {Position = Torso.Position + Vector3.new(0, 46, 0)})
		Float_Character:Play()
		Float_Character.Completed:Wait()

Someone told me every part was linked to the torso so I tried tweening the torso lol

If you want to make a simple animation (only lifting the player into the air), then use the tween method. If you want to make a more complex animation, then use an animator:

Creating an animations:

Playing an animations:

Alright, I see, if you want to use tween method, then playe the tween on the PrimaryPart of the player model, usually its a “HumanoidRootPart”

I think I tried to tween the HumanoidRootPart’s position but it just ripped it out instead of bringing the character along with it

Oh…
Then create and use animations, i provided the links to the documentation

This method has a plus: you can make more complex animations.

Wait, if I wanted to load an animation, do I have to reference the humanoid then load the animation or do I need an animator to load the animation? :thinking:

You need to load animations through the animator. By default, it placed under the humanoid, and this rule applies to players as well.

Oh alright, I’ll try to learn animations :thinking:

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Good luck! It’s not that difficult. There are also many guides available, both on YouTube and the DevForum.