I want to move a model, but I dont want it to use a primary part as its axis/center how would i do that?
then you need a CFrame in which space the model is located.
So you calculate position for the frame, then map model’s CFrame and set result to model’s pivot.
So I need to get the CFrame I want the pivot to revolve around?
you can try to use GetBoundingBox method or use ExtentsCFrame/Size for base parts in it or use GetBoundingBox and offset it with boxCF * some random CFrame before rotating from that cframe position
You need to create one.
You can even parent it to a model as CFrameValue.
Your code should:
- map model’s pivot to object space of the CFrame, let’s name it LocalCFrame
- move the CFrame
- map LocalCFrame back to world space
- set model’s pivot to result CFrame from 3.
This way you move model not using arbitrary pivot.
This addresses your question from OP.
But I don’t know what you really need.
Another approach, and still achieving the same, could be not using scripts at all:
- create dummy part at pivot point
- weld model’s root part to it
- rotate and move the dummy
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