not entirely sure if i get it and also having trouble testing it because if i try moving a part the weld just breaks
but is :ToObjectSpace like :PointToObjectSpace but its in a cframe that has both position and rotation?
mean using a print it looks they have nearly the same position output
while task.wait() do
print(script.Parent.CFrame:PointToObjectSpace(workspace["2354235"].Position))
print(script.Parent.CFrame:ToObjectSpace(workspace["2354235"].CFrame))
print((script.Parent.Size/2),-(script.Parent.Size/2))
end
Roblox’s physics engine handles welds differently than when you move them in studio. My bad.
If you’re testing in studio it would be the same if you grouped them as a Model and then set the primaryPart to one of the parts and moved/rotated the model.
Yes that’s correct. It does look like 1st and 2nd values of the position are slightly less precise in ToObjectSpace, but they both say 0 for the 3rd value.
And it will set the PrimaryPart position and rotation to 0,0,0 and 0,0,0.
And then the rotation and position of the other parts inside the model would be the result of: