Need help trying to hinge constraint a complicated crane model

Hi all, i’ve made this tower crane few weeks ago;


as you can see it has that cylindrical slewing unit thing at the middle which i welded all of the upper parts to. I want them to be spinning around and perhaps with player controls, so im tryna hinge it. I made a transparent part at the same location of the slewing unit and hinged them together and made attachments at the same position of the slewing unit, the transparent part is anchored and CanCollide is set to false, and the rest including slewing unit is unanchored-collisions on. I don’t know if it’s the right way, as im pretty new to physics stuff
But anyways after i set the angularVelocity of hinge to 1 and play tested, it moved for like a second or half and got stuck. I then tried setting CanCollide to off of all the parts and tried again but it was the same. I don’t know what to do, been stuck on this for like a week and searched for lots of tutos but since mine is a little more complicated i couldn’t find exact help.
Hope you guys can help me on that, thanks!

1 Like

Here is another solution to spin the crane by script.
So basically Upper and lower crane should be separate models and their primarypart is is at the center of where you want it to spin:

uppermodel:SetPivot(uppermodel:GetPivot() * CFrame.Angles(0,0,math.rad(5))

It’s just the crane wouldn’t be affected by other physical objects.

1 Like

yea i did this right after completing the model to see how it looks but it’s not what im tryna do, i want players on top of it to be staying on+i might add player controls to it in the future so i need to use hinge

2 Likes

This video can help you: https://www.youtube.com/watch?v=SNOF27IZ9_c&ab_channel=Dev_OnCake, if the parts collide try using collision groups

1 Like