As soon as i do this though, my player will start flying to the sky or bouncing all over the place. The body also rotates with the neck, instead of the neck rotating independently. Things to note if it helps: I have auto rotate for humanoid off, requires neck true, and break joints on death true.
using transform doesnt change anything though: neck.Transform = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90), math.rad(30), 0)
the neck doesnt rotate at all, it only seemms to affect position, not rotation.
Becouse transform does get overriten by other animations and you have to update it every PreSimulation;
I hope you are doing all of this on a client, right?
yes i am doing this all on client, and yes i tried running it before simulation, but as i said, it will then rotate the whole body instead of the neck: