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

I described it in the post, wdym? If you didn’t see the update, make sure to scroll up and check it.

I have been reading it, you have been saying you want the tween to go at the same time, but then you want it a different time?

Bruh. They should start AT THE SAME TIME. But the DURATION should be different, as well the EASING STYLES

I swear

Just change the duration to be different than the other, its that simple, you dont need to get mad about it

Although this might be super hacky for what you’re trying to do, maybe see if alignorientation/alignposition constraints might help?

I’m not mad, I’d like you to pay attention. If I do that it overrides.

There is simply no way for you to have 2 seperate EasingStyles on a Tweening part, if you are just trying to get the CFrame, just try :Lerp()

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Im not sure but how will :Lerp() help solve the problem?

If you were to create your own custom tween in a sense
yes it will help

I know how it works, but I’m not sure how it would be helpful. I’m not in need of a custom tween.

Lerp is like tweening but more simple, it lacks the Easing styles and the Properties and just goes for a Linear type transition, its used more than TweenService but unlike Lerping, TweenService provides more, however being more complex than others

Okay but how does it help solve the problem?

It should transition both Position and Orientation together.

So you’re saying i’d need to create a custom tween which doesn’t override the current CFrame?

Not Exactly, i cant explain more rn, i gtg

Ask @3rdhoan123 and @doggyshot123 for this, see ya

If I could ask, what are you planning to do this for? Is it something that needs to change/vary depending on the values OR will it be fixed/only for one singular model? Can the player interact with it or not at all?

If the player has no intentions of interacting with this AND its just for a singular model with no real variations/changes and no real importance in where it stops, you can probably try getting away with animating the model instead to your liking?

Back, i dont think you can due to animations usually resetting, plus if you loop it, it will be all sorts of weird and too fast

As long as the animation is looped and made properly, there should be no issues with using animations unless the OP plans to use it gameplay wise rather than visual.

The overall animation speed can also be adjusted if needed.

Tested it with weldconstraints it doesn’t work, however using normal welds it appears to work… for the client anyways. Following code was used:

local tweenservice = game:GetService("TweenService")
wait(10) -- just making sure I don't miss the tweens
tweenservice:Create(script.Parent.PrimaryPart, TweenInfo.new(1, Enum.EasingStyle.Linear), {Position = Vector3.new(0, 5, 0)}):Play()
tweenservice:Create(script.Parent.PrimaryPart, TweenInfo.new(3, Enum.EasingStyle.Bounce), {Orientation = Vector3.new(0, 150, 0)}):Play()

robloxapp-20221020-0204185
(Quality a bit messy but you get the point)
It seems to have the odd side effect of it not replicating properly on the server despite the welds and tweens being done on the server


^ Server’s perspective
I’ll keep tinkering to find the easiest way to remedy this issue but this is the best solution I got for now.

Is this intended behavior?

Seems odd to have classic welds work like this properly but weldconstraints essentially break the model when attempting to do so :thinking: