Hello, so I’ve welded a model to my Character using a WeldConstraint, and want to rotate it after it’s been welded using:
Model:SetPrimaryPartCFrame(PrimaryPart.CFrame * CFrame.Angles(math.rad(XAngle)), 0, 0)
But, after the code has been ran, the rotation of the model doesn’t change at all, I’ve tried running the code on the model previous to welding it and it works, I doubt it’s :SetPrimaryPartCFrame(), does anybody know a way to keep the model welded to the Character, but letting me also tween or change it’s rotation afterwards?
I’ve tried using:
Model.PrimaryPart.CFrame = Model.PrimaryPart.CFrame * CFrame.Angles(math.rad(XAngle), 0, 0)
Expecting a different result, but it still didn’t change, What should I do?