But the script won’t work if the parts are renamed differently
Sorry if I don’t exactly understand your issue, but regardless you gotta set a PrimaryPart that is anchored albeit invisible or not, and weld every existing part in the model to that PrimaryPart you can do that manually or with the Welding script he provided (just change the model name that he put there to your desired model name).
It should work flawlessly.
Hey, sorry for reviving this topic, but I am trying to tween a model within a viewport frame, but it won’t work. I am using the exact code from this post. It works well in workspace, but either some phsics don’t apply within StarterGui or something because it doesn’t work. If anyone has a solution, please reply.
Honestly, while weld constraints are pretty amazing it has the CFrame being tweened as a dependency which is personally why I ended up going with the older welds instead. I think it’s like this is due to WeldConstraints being newer and probably use the internal GetPivot/PivotTo methods rather than older methods.
When only tweening the position I’d probably stick to older welds, since it works with only position and/or orientation (you could use CFrame as well but at that point using WeldConstraints would be better) being the tweened properties. As you’re only messing with position in this case, I would like to think it lowers computation time due to it not needing to edit the CFrames at all and it’s rather simplistic once you set the rotation of an object. (I haven’t done an exact benchmark on this so I could easily just be wrong but thought it would be worth mentioning)
I tried to follow along as best I could, but It is only moving the primary part. and nothing else. Is there a common solution?
Are you sure you used CFrame instead of .Position? Make sure to get the welds right also.
Thanks! It was the .Position —————