Making only 1 object be affected from align Orientation and position

Ive been trying to make a grab system using align orientation and position but there is 1 small issue ive been expriencing and that is when the enemy is in the air for example and not rotated the same rotation as the player it causes the player to rotate too

Code:

function module.Grab(Character,Enemy,Part0,Part1,C0,C1,Time) 



	local Attachment0 = Instance.new("Attachment",Part0)
	local Attachment1 = Instance.new("Attachment",Part1)
	
	

	
Attachment0.CFrame = C0
Attachment1.CFrame = C1
	Enemy.Humanoid.PlatformStand = true

	local AlignOrientation = Instance.new('AlignOrientation')


	AlignOrientation.Parent = Part1

	AlignOrientation.ReactionTorqueEnabled = true
	AlignOrientation.MaxTorque = math.huge
	AlignOrientation.Responsiveness = 200
	AlignOrientation.Mode = Enum.OrientationAlignmentMode.TwoAttachment
	AlignOrientation.MaxAngularVelocity = math.huge



	local AlignPosition = Instance.new('AlignPosition')
	AlignPosition.Parent = Part1

	AlignPosition.MaxForce = 99999
	AlignPosition.ForceRelativeTo = Enum.ActuatorRelativeTo.Attachment0
	AlignPosition.MaxAxesForce = Vector3.one * math.huge

	AlignPosition.ApplyAtCenterOfMass = false
	AlignPosition.ReactionForceEnabled = true

	AlignPosition.Responsiveness = 200

	AlignPosition.Mode = Enum.PositionAlignmentMode.TwoAttachment
	AlignPosition.MaxVelocity = math.huge

	AlignPosition.Attachment0 = Attachment1
	AlignPosition.Attachment1 = Attachment0
	AlignOrientation.Attachment1 = Attachment0
	AlignOrientation.Attachment0 = Attachment1


	task.delay(Time,function()

		AlignPosition:Destroy()
		AlignOrientation:Destroy()
		Attachment0:Destroy()
		Attachment1:Destroy()


	end)

end

``` i tried disabling ReactionForce and ReactionTorque but it seems to have messed with it even more

Set the ReactionForceEnabled property in the AlignPosition and the ReactionTorqueEnabled property in the AlignOrientation to false.

Make sure Attachment1 is set to the arm attachment so it won’t be affected.

in the topic i said that i tried this already (it got connected to the code weirdly enough)

Sorry, I didn’t notice that.
Did you make sure Attachment1 is set to the hand attachment? I can’t tell whether Attachment0 or Attachment1 (the variables) is the hand attachment.

well my grab system is attached to a humanoid rootpart since the enemy needs to be in front of the player

Oh I see what you mean, I was thinking of grabbing objects instead of players.

If setting Attachment1 to RootAttachment doesn’t work, you could try setting the Density and Massless properties of all the grabbed character’s limbs to 0.001 and true respectively, and reset them to 0.7 and false after. (I’m not sure if Masless yields the same result as setting the density to 0.001, you would have to test that)

Alternatively, instead of using AlignOrientation and AlignPosition, you could use RunService.Heartbeat to constantly set the CFrame of the enemy to be in front of and facing the holder, then disconnect it after Time.

just makes it even worse and for the alternative i feel like its a bad idea im trying to Achieve this to function kinda like a weld


you can see here how the player rotates with the dummy which is what i dont want

Try changing the AlignType in the AlignOrientation to PrimaryAxisLookAt, and set the Attachment1 or LookAtPosition property to where you want the grabbed character to face.

that makes it even worse he is now kinda on the ground

Try rotating the attachment and see if that does anything.

dosent seem to maybe is there maybe a mode or smth

I tried this and it appears to be working as intended. Can you elaborate?


You can copy the properties I set on the AlignOrientation and see if that works.
The parts are being held up by BallSocketConstraints.
The orange frame is on the front of the held part.


yeah i tried

Only other idea I have is to anchor the holder’s root part until the grab has ended.

isnt really functional maybe you know how can i use welds without it killing the player as a replacement?

I don’t think welds would work because if the held character moves, the holder would also move, it’s too rigid.

Im pretty sure thats not the case also in my situation the held cant move anyway

If you weld the two characters together they will act as one part. Maybe you could weld the holder’s arm to the held character.

i tested it it works fine i just need to know how do i fix it where the attacker dies or find a replacement