Orientating a player while on a rope constraint

Yea, just my original understanding of it was throwing me off when I was testing, because it was moving Part0 instead of Part1, but it’s still doing what is intended.

Never knew that! Good to know in case I try to set M6Ds this way in the future.

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Now that you mentioned that Part0 was moved instead of Part1, I realised that I haven’t mentioned an important detail. The part that is moved is the one less directly connected to the root part of the assembly (the root part is HumanoidRootPart in the case of a normal Roblox character). So if Part1 is the root part or is more directly connected to the root part than Part0 is, then Part0 will be moved. In the case of normal Roblox character, the Part0 and Part1 are chosen by default such that Part1 is the part that is moved but in other use cases of welds or Motor6Ds the part that is moved is not necessarily Part1.

The equation

Part0.CFrame * Motor6D.C0 * Motor6D.Transform = Part1.CFrame * Motor6D.C1

is satisfied in both cases but which part is moved and/or rotated to satisfy the equation depends on whether Part0 or Part1 is more directly connected to the root part.

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