As you can see, the platforms are spinning around a central part BUT their orientation does not change. I could do this with scripts but then the platforms would not carry the players, so I need help with making these platforms orbit like this with hinges, constraints, whatever you have to use to make them spin like this, or maybe a way to make this with scripts while it still carries the player.
Thanks in advance!
I mean, yeah, but, Itâs pretty obvious itâs a bug and, even if I wanted to use it, itâs supposed to be a low-mid easy obby so I wanted the platforms to carry the player in a normal way.
Sounds to me like a casual physics engine thing from roblox..
I have some solutions that could work:
BodyAngularVelocity
You basically are canceling out âangular velocity.â It also will effectively freeze the characterâs rotagion, as What I am seeing in this videoâŚ
This is an example code about BodyAngularVelocity and its use
local character = game.Players.LocalPlayer.Character
local platform = game.Workspace.Platform
-- Create a body angular velocity to cancel out the platform's angular velocity
local bodyAngularVelocity = Instance.new("BodyAngularVelocity")
bodyAngularVelocity.AngularVelocity = platform.AngularVelocity
bodyAngularVelocity.MaxTorque = Vector3.new(math.huge, math.huge, math.huge)
bodyAngularVelocity.Parent = character.HumanoidRootPart
It may not be your most EFFICIENT solution, as it could cause some weird things, so my next proposal is this;
Character alignment
Using CFrame to align the rotation of the character with the platform, in hopes of freezing the rotation of the character.
This is an example code about CFrame being deployed for this purpose
-- Get the character and the platform
local character = game.Players.LocalPlayer.Character
local platform = game.Workspace.Platform
-- Create a cframe to align the character's rotation with the platform's rotation
local cframe = platform.CFrame
local characterCFrame = character.HumanoidRootPart.CFrame
-- Align the character's rotation with the platform's rotation
characterCFrame = cframe * characterCFrame
character.HumanoidRootPart.CFrame = characterCFrame
Can you try using one of these solutions and see if it resolves the issue? If not, please provide more details regardinh the platformâs movement mechanics, and Iâll do my best to help you troubleshoot the issue.
Another thinf I want to ask is if you used the aforementioned script from @grimmerschool2 and is resulting in this?
Thanks.
I will try these options when I can, and I will show you the spinning weld platforms hierarchy (when I can)
Kind of, as I mentioned in a previous reply setting the CFrame would just lock the platform in 0,0,0 position so instead I changed it to set the rotation of the platform to 0,0,0, which gave me the result I sent in a reply: it visually works how I want but it carries the player in a weird way.
I managed to find the solution so I will post it right here for people who are looking for the solution. It involved AlignOrientations, BallSocketConstraints instead of Welds, fitting the Motor inside each platform and modifying each platformâs physics properties. Orbiting Platforms.rbxm (7.6 KB)
(Also the collision groups of these platforms were modified for my game, just change them to âDefaultâ if you use them)