Model.PrimaryPart.Position and other alternatives not working

Okay this one isn’t about a specific script of code not working this time thankfully but I’m having this issue where I’m trying to move a character with Model.PrimaryPart.Position, In a cutscene is position is set to make it look like the character went out of first person (probably a better method of doing that but thats not the issue) I went to google and found other alternatives
Model:SetPrimaryPartCFrame() and Model:MoveTo() both made him sink his legs into the ground or fling somewhere else
using CFrame had the same results as Position and Model:SetPrimaryPartCFrame(CFrame.new(vector3.new))) was the same as model:moveto
one possible solution could be to just have a ton of the same character in replicated store and get that every time he needs to replace the player but I’d prefer to see if theres a solution to this before trying that

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so you want to make a cutscene script. isnt there really any posts for that lol?

well whatever. id move the camera instead of the character, since you can set it to scriptable/basic at will and return it to player whenever you want. You can even tween its CFrame, its really fun and easy

in my obby spawn teleport Module, i use SetPrimaryPartCFrame. The reason it flings could be that youre setting the character slightly into the ground? that seems like the likeliest situation, so it could help teleporting char 1 studs higher

you could also anchor the characters primarypart (or all parts? havent tried that before) if youre 100% confident the CFrame isnt at fault, and set character AssemblyLinearVelocity to zero once they unanchor to mitigate the fling effect. this is kinda quick fix though

did you not read the entire rest of the post? I already HAVE a cutscene script that does the stuff, the problem is the character spawning, and I can make it 1 stud higher or 8 studs higher and nothing changes, I’m fairly certain its something with these alternative methods I’m trying because when model.primarypart.position did work it didn’t have that problem