I’m trying to create a drag part system similar to lumber tycoon 2, and I’m using OrientationAlign object so the part keeps the same orientation.
But I’ve realized that if I set the orientation of the part that holds the Attachment1 of OrientationAlign to something like CFrame.Angles(X,Y,0)
the OrientationAlign will try to keep the part at 0 orientation on Z axis.
I don’t know how to work around this, any help will be appreciated.
Thanks in advance.
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Try using bodygyro instead. New bodymovers lack features.
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bodygyros are deprecated same as bodyposition
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Still work tho. What else can you use when ROBLOX refuses to add a proper alternative?
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It won’t be supported tho.
And also i have made a perfect system using the new align objects.
Should i just move to bodygyro?
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If align objects don’t have the functionality you require, you can either program the forces yourself or use older bodymovers
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I see, how would I do that with my case?:
Aori.CFrame = CFrame.Angles(RotX,RotY,0)
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i don’t get how does the negating a cframe work
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local GivenCFrame: CFrame = -- cframe goes here
local GivenPosition: Vector3 = -- put the position of the cframe here
local _, y = GivenCFrame:ToOrientation()
alignOrientation.CFrame = CFrame.new() * CFrame.Angles(0, y, 0)
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That kinda works, but in my case, im trying to make part dragging system and whenever a part is rotated and put down, when i pick it up again, it doesn’t retain it’s position but it goes to default position which is 0,0,0…
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Okay I fixed it. I have changed it to this:
Aori.Orientation = Vector3.new(x+RotX,y+RotY,z)
the Aori is the Attachment set for AlignOrientation object.
the x,y,z is a reference of the starter position of target part.
local x,y,z = Target.Orientation.X,Target.Orientation.Y,Target.Orientation.Z
And RotX, RotY are the rotation values changed by clicking R key or T key.
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