Is it possible to create a Rotation and Position tweens at the same time for a model?

Just set the duration to the same

Edit: (I assume EasingStyles)
So the EasingSytles have different movements, they are the same duration but with different animation

I can’t, I need it to be different.

Just do what FutureNoob posted but change the tweenTime for each of them, they will play at the same time but finish at different times

Once again, I need CFrame, since it’s a model.

The duration will be the duration you put.

If you play both as I show, it will play at the same time. It will end based on the duration you put so there is no issues there.

However, for wanting both to be CFrames in terms of rotation and position, I might be wrong but I don’t think thats possible :thinking: (Please correct me if I’m wrong)

CFrame is a mix between both Position and Rotation. So attempting to tween with one cframe, and playing another cframe tween ontop of it will just glitch eachother into oblivion.

Is there a reason why you’re adamant on it being CFrame?

You can use position and orientation for models as well.

One simple solution is to add welds, set a primarypart, and tween the primary part

I added this in the 2nd Post but he wants CFrame

If you use position and orientation on models, welded parts will stay on the same place. That’s why I need to use CFrame.

Tweening a model is a bit problematic since there isn’t a specific function that combines the functions of PivotTo and TweenService (at least that I know of), your best bet would be to weld every part in a model to a primary part that will will be used as the anchor for the model and simply tween the primarypart to your liking.

Already did that, I’m not sure why you mentioned that.

You absolutely can tween models with position and orientation, are you sure you’re unanchoring the other parts?

Usually i would say :SetPrimaryPartCFrame() but this isnt one of those cases

You can tween the primary part, but the welded parts won’t tween. Feel free to test it.

Make sure your parts are unarchored and can collide false with the exception of the primary part

I did make sure. You can tween the rest only with CFrame.

Updated the post, already did it.

Yup, you’re correct, instead do this:

(VERY MESSY, TLDR USE CFRAME.ANGLES)

local TweenService = game:GetService("TweenService")
local part = script.Parent
 

local Info = TweenInfo.new(
 8, -- Length
 Enum.EasingStyle.Bounce, -- Easing Style
 Enum.EasingDirection.Out, -- Easing Direction
 8, -- Times repeated
 true, -- Reverse
 0 -- Delay
)
local Goals =
{
CFrame = CFrame.new(0,5,0);
}
local tween = TweenService:Create(part,Info,Goals)


local Goals2 =
	{
		CFrame = CFrame.Angles(0,5,0);
	}
local tween2 = TweenService:Create(part,Info,Goals2)

tween:Play()
tween2:Play()

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Ignore this completely, retesting it led to fail :joy:
Yeah you’ll have to use orientation/position but find another method of attaching the objects. Did not know that was a behavior of weld constraints to not work unless its CFramed, something new I learned :sweat:

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Yeah, this should work, mark the post above mine as Solution if it works

I already did that a long time ago, once again.

1st tween is for CFrame position, other one is for CFrame Rotation. 1st tween needs different time length and easing style from the 2nd tween.

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Can you at least explain better on what you want? Rn you are going back an foward about having the Tween at a different time but the same time