My model isn't Tweening in ViewportFrame?

  1. What do you want to achieve?
    I want to tween the rotation of my model.

  2. What is the issue?
    The primary part rotates, but the rest of the model does not rotate with it.

  3. What solutions have you tried so far?
    I’ve searched on the Dev Forum but they only have tutorials that use Welds or WeldConstraints when rotating models. As we all (hopefully) know, ViewportFrame does not harbor any physics, thus, Welds are futile.

Anything Helps.

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If they are not attached by any physics objects (which like you said is impossible in ViewportFrames), you would need to make it a single object. This is different from grouping objects together - they need to be part of the same mesh (Otherwise you resort to moving every part of your model individually)

You can do this with unions if they are standard Roblox parts (brick, sphere, etc…) or other unions. Otherwise you might have to download all the parts of your model, set it up in a 3D modelling software like blender, and then export it as a single object.

That’s as far as I know, there may be alternatives I am not aware of (hopefully easier/more flexible ones)

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Normally I would just rotate the camera around the object instead of the object itself.

That seems like a solution which will work.

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The WorldModel object should be able to allow some physics, such as welds, when you place them inside. Have you tried using the WorldModel in a Viewport yet?

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Not yet, but I can give it a try. Do you have any good tutorials explaining how to use them?

They operate the same really. You just need to insert them into a ViewportFrame and parent any physical objects to the WorldModel.

Use Model:SetPrimaryPartCFrame() and use cframe rotation. Orientation Does not work when moving models. For the rotation only CF use CFrame.new(Position) * Cframe.angles(math.rad(X),math.rad(Y),math.rad(Z))

I did not program the rest of the model to move. Just the primary part. So Orientation or Model:SetPrimaryPartCFrame isn’t my issue. Thank you for trying though.

but the idea is you want the whole model to spin? Its not exactly clear what you were trying to achive

Anchoring the primary part, unanchoring everything else, welding everything to the primary part, and rotating the primary part via CFrame should give the desired result. This and SetPrimaryPartCFrame.

I actually recently learned that unanchored objects welded to anchored objects when the anchored object is moved via CFrame, will also move. And the thread was about ViewportFrames too.

Welds will work.

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I am trying to rotate the model while only rotating the primary part. If you did not watch the clip, that circle is the primary part and it is rotating. In ViewportFrame, rotating just the Primary part will not rotate the whole model, as I said before,

As we all (hopefully) know, ViewportFrame does not harbor any physics, thus, Welds are futile.

meaning basic methods of rotating the model in workspace are useless.

You cant do it via Part.CF it has to be done using :SetPrimaryPartCFrame(), Its a little bit odd I know but it works. See my first soloution, it should work, as for tweening just tween the value and then set it.

Too bad I already have weldconstraints inside and they dont work.
image

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And the primary part is anchored, and everything else isn’t?

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just anchor the parts and the model will move as a whole when you do :SetPrimaryPartCFrame(), No physical connections are required

The Model is not rotating. The primary part is rotating fine. Rotating the primary part is not my issue here.

show me how you are rotating it, the exact line

I tried both anchored and not anchored. Alas, it did not work.

show me the line on the script where you set the cf


and
image