Hello everyone, I am trying to attach some armor to the player. My Motor6D script is as follows (I tried using welds earlier but it had the same problem as motor6D, currently)
if string.match(Craftable.Name,"Armor") then
local craft = Craftable:Clone()
craft.Parent = Player.Character
local weld = Instance.new("Motor6D")
weld.Parent = Player.Character.HumanoidRootPart
local armor = craft
armor.Parent = Player.Character
weld.Part0 = Player.Character.HumanoidRootPart
weld.Part1 = armor
armor.CFrame = Player.Character.HumanoidRootPart.CFrame
armor.Orientation = Vector3.new(armor.Orientation.X,armor.Orientation.Y + 90,armor.Orientation.Z)
robloxapp-20220821-1355062.wmv (810.0 KB)
In the video, the armor follows the torso, but it’s orientation never changes, but the torso’s orientation does (when the player is walking)
Motor6D is a valid JointInstance, meaning it is similar to Weld. This in return makes the joint unable to move based upon Orientation (some cases may vary), but from my experience joints don’t seem to move based on their connected part’s orientation. You’ll have to use the C0, C1 or Transform property of your Motor6D.
C0 & C1 are primarily used for moving joints, the best example of these being used is animating rigs without the need for AnimationTrack although it does need some heavy mathematical knowledge.
Transform is a property used by AnimationTrack to animate a character.
while true do
armor.CFrame = Player.Character.HumanoidRootPart.CFrame
armor.Orientation = Vector3.new(armor.Orientation.X,armor.Orientation.Y+90,armor.Orientation.Z)
wait()
end
?
Technically, yes. Unfortunately, this wouldn’t be trivial, as welding is the best way for both the client & the server to understand where the armor is supposed to be.