ardrous
(ardrous)
#1
The title is self-explanatory, but I want to know if making an infinitely spinning model is possible.
Any help is appreciated, and thank you in advance.
Here is my code so far:
local info = TweenInfo.new(10, Enum.EasingStyle.Linear, Enum.EasingDirection.In, -1, false, 0)
local goals = {Orientation = Vector3.new(0, 360, 0)}
local tween = tweenService:Create(pumpkin.PrimaryPart, info, goals)
tween:Play()
KdudeDev
(Kdude)
#3
You can unanchor and weld every part to the PrimaryPart
ardrous
(ardrous)
#4
I am not familiar with that, could you explain how to use it?
If you want a linear spinning, I suggest using the following method:
local cameraRotation = (0);
function CameraRotate()
camera.CameraType = Enum.CameraType.Scriptable
local UP_OFFSET = (115);
local BACK_OFFSET = (90);
cameraRotation += (0.25)
if (cameraRotation > 360) then
cameraRotation = 0
end;
camera.CFrame = CFrame.new((cameraOrigin * CFrame.Angles(0, math.rad(cameraRotation), 0) * CFrame.new(0, UP_OFFSET, BACK_OFFSET)).Position, cameraOrigin.Position + Vector3.new(0, 35))
end;
-- Called every Frame that fires (RenderStepped)
(This is an example taking from a game I work on, of linearly rotating the player’s Camera)
ardrous
(ardrous)
#7
Thank you everyone, I have decided to use this method.