Neck joint makes character glitch out when i try editing it

super simple: i try editing the neck joint (motor6D) of a r6 character with this script:

neck.C1 = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90), math.rad(30), 0)

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.

You should use Transform property for that mainly.
Also you probably just should use C0 instead
becouse part1 is a torso likely.

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:

Runservice.PreSimulation:Connect(function()
neck.Transform = CFrame.new(0, 1, 0) * CFrame.Angles(math.rad(-90), math.rad(30), 0) 
end)

You sure you are getting neck in the first place?
I did few tests and it was impossible for me to replicate effect you described.

yea im trying it out in a new file just to make sure if its compatibility issues with the rest of my code or if im actually doing something wrong here

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