Npc Teleport for no reson when weld is aplied

Hello :wave:
Soooo i dont now why but it worked previously worked just fine but i did a gore sytem and when and pleyr or npc dies a model gets attched to there body but for no reason waht so ever they teleport to the position of the gorepart thats located in replicated storege even tho the gore gets applied correctly and nothing is anchored:


and like i said it worked previously:
example

			--BackStab Death Animations
			local function KFBBladeAnimation()
				local bloodclone = ChestCutGore:Clone()
				

				local DeathSound = Instance.new("Sound")
				DeathSound.Name = "DeathSound"
				DeathSound.SoundId = "rbxassetid://74418736061334"
				DeathSound.Parent = char.HumanoidRootPart


				local DeathScream = Instance.new("Sound")
				DeathScream.Name = "DeathScream"
				DeathScream.Parent = char.HumanoidRootPart

				if npc:GetAttribute("Gender") == "Male" then
					local randomSound = math.random(1,2)

					if randomSound == 1 then
						DeathScream.SoundId = "rbxassetid://114908698194679"
					else
						DeathScream.SoundId = "rbxassetid://133630005786171"
					end

				elseif npc:GetAttribute("Gender") == "Female" then
					local randomSound = math.random(1,2)

					if randomSound == 1 then
						DeathScream.SoundId = "rbxassetid://118136110382265"
					else
						DeathScream.SoundId = "rbxassetid://139910993104342"
					end

				else
					DeathScream.SoundId = "rbxassetid://80111821118387"
				end

				local animation = Instance.new("Animation")
				animation.AnimationId = KFBAnimation.Blade


				DeathSound:Play()
				DeathScream:Play()
				TimeofDelay = 1.5
				
				if isSpecial == true then
					animation.AnimationId = "rbxassetid://92271362372584"
					TimeofDelay = 2.1
				end




				local animtrack = hum:LoadAnimation(animation)



				animtrack:Play()

				
				bloodclone.Parent = char.Torso



				local weld = Instance.new("Weld")
				weld.Parent = bloodclone.Primary
				weld.Part1 = char.Torso
				weld.Part0 = bloodclone.Primary
				weld.C0 = CFrame.new(0, 0, -0.75) * CFrame.Angles(0,math.rad(0),0)

			end
			

i hope someone can help me :saluting_face:

try pivoting the bloodclone model to the char torso before welding:

--BackStab Death Animations
			local function KFBBladeAnimation()
				local DeathSound = Instance.new("Sound")
				DeathSound.Name = "DeathSound"
				DeathSound.SoundId = "rbxassetid://74418736061334"
				DeathSound.Parent = char.HumanoidRootPart


				local DeathScream = Instance.new("Sound")
				DeathScream.Name = "DeathScream"
				DeathScream.Parent = char.HumanoidRootPart

				if npc:GetAttribute("Gender") == "Male" then
					local randomSound = math.random(1,2)

					if randomSound == 1 then
						DeathScream.SoundId = "rbxassetid://114908698194679"
					else
						DeathScream.SoundId = "rbxassetid://133630005786171"
					end

				elseif npc:GetAttribute("Gender") == "Female" then
					local randomSound = math.random(1,2)

					if randomSound == 1 then
						DeathScream.SoundId = "rbxassetid://118136110382265"
					else
						DeathScream.SoundId = "rbxassetid://139910993104342"
					end

				else
					DeathScream.SoundId = "rbxassetid://80111821118387"
				end

				local animation = Instance.new("Animation")
				animation.AnimationId = KFBAnimation.Blade


				DeathSound:Play()
				DeathScream:Play()
				TimeofDelay = 1.5
				
				if isSpecial == true then
					animation.AnimationId = "rbxassetid://92271362372584"
					TimeofDelay = 2.1
				end



				local animtrack = hum:LoadAnimation(animation)
				animtrack:Play()

				local bloodclone = ChestCutGore:Clone()
				bloodclone:PivotTo(char.Torso.CFrame * CFrame.new(0,0,-0.75))
				bloodclone.Parent = char.Torso

				local weld = Instance.new("Weld")
				weld.Parent = bloodclone.Primary
				weld.Part1 = char.Torso
				weld.Part0 = bloodclone.Primary
			end
2 Likes

Hey
thank you for your reponde so look i tried and it actualy worked but the bodys fliched 100 miles awan and i realised i had a so called deection diabler so the body wont interfier with ray you know? and guess waht it? it did the parts massles to why? i thougt for some reason it will make the ragdoll float on water better and guess what once i removed it it worked again without pivot but if im honest yours is still a good think to know if i really want to make them masssles because it works then but yeah i had no idea that was the cause because who on EARTH comes on the conclusion that enabling massles would interfier with weld for some reason :face_with_raised_eyebrow:?:

			
			local function DetectionDisabler()
				for i,Parts in pairs(npc:GetDescendants()) do
					if Parts:IsA("BasePart") or Parts:IsA("MeshPart") then
						Parts.CanQuery = false
						--Parts.Massless =  true -- removed
					end
				end
			end
			

this fixed it bro i just randomly thougt about it and did it :smiling_face_with_tear:

but thank you for your help again and still your answer is actually right if like i said ever wanted to make them massless

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