Problem with HingeConstraint and tweening

This is my code for a model to appear, raise their arm, lower it, and then move away:

local TS = game:GetService("TweenService")
local SS = game:GetService("ServerStorage")

local clone = SS.Ghost:Clone()

local Info =, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0)

local Goals = {CFrame = clone.PrimaryPart.CFrame *, 0, 0) * CFrame.Angles(0, 90, 0)}

local Move = TS:Create(clone.PrimaryPart, Info, Goals)


local function Appear()

	clone.Parent = game.Workspace

	clone["Under Shirt"].HingeConstraint.TargetAngle = 90

	local scream = clone["Under Shirt"].scream


	clone["Under Shirt"].HingeConstraint.TargetAngle = 0

	if game.Workspace.DoorNumber1.Anchor.HingeConstraint.TargetAngle == 90 then

It works perfectly when I run the game, but when I play the game as a character, the arm attached via the HingeConstraint stays still for the duration of the tween, and then teleports into position after the tween ends. Anybody know why this is happening? All the parts welded to the primary part move with it perfectly, but this hinged part doesn’t.

This Topic is cursed or something, i made a similar topic and nobody has answered yet.

It’s a engine bug, something non physics related like tweening and physics like hinge constraints just break for some reason.

Edit: solution for now is to follow the workaround and tween the attachment.

1 Like

ok, so there is now way to fix it? also tysm.
Edit: Forgot you can click the embed
Edit2: I tried tweening the attachment, but that just made it worse.