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.
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.
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 Motor6D
s 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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