Hello everyone, I have an issue that’s really bugging me.
See now my model is only 4 unions, unless thats the problem, I wouldn’t count on it.
The model has a primary part, and it happens to be the largest union, which is anchored and tweened correctly. However the other three unions are not tweening with the primary part, even though they’re unanchored, welded together, even un-collidable.
I’ve tried using align position and align orientation, but the align position lag’s behind the primary part, making the tween very cursed, even with RigidityEnabled on.
I’ve looked up videos explaining how to get the tween’s to all line up, saying to weld all your parts together, or try using align position, (btw they’re videos from 2021), but they don’t work.
Are the unions causing problems? i don’t want to manually tween all four unions, and I shouldn’t change out the unions into parts either, unless I want a lag spike, should I transform them into parts, and see what happens?
One more thing.
The model i’m tweening move’s just fine, but when i’m rotating it, all the parts don’t rotate at all, or the primary part rotates fine but the other parts in the model rotate way to much, i’ve tried using CFrame.Angles(0,math.rad(3.14159/2),0) and CFrame.fromEulerAnglesXYZ() but they don’t rotate the model at all, what can i do other than Orientation = Vector3.new() to get the model to rotate?
Edit: I checked out the tutorial ya linked, which is a bit lazy, but none of the guides in the whole thing works. outta options
You need to rotate the Tween Goal using another multiply CFrame:
*CFrame.Angles(0, math.rad(-90), 0)
For example:
local Goal = {CFrame = LeftDoor.PrimaryPart.CFrame * CFrame .new(Vector3.new(-9.05,0.8,8.65)) * *CFrame.Angles(0, math.rad(-90), 0)}
Rem out the Orientation changes and try that