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 = TweenInfo.new(3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0)
local Goals = {CFrame = clone.PrimaryPart.CFrame * CFrame.new(30, 0, 0) * CFrame.Angles(0, 90, 0)}
local Move = TS:Create(clone.PrimaryPart, Info, Goals)
wait(7)
local function Appear()
print("started")
clone.Parent = game.Workspace
clone["Under Shirt"].HingeConstraint.TargetAngle = 90
local scream = clone["Under Shirt"].scream
scream:Play()
wait(2)
clone["Under Shirt"].HingeConstraint.TargetAngle = 0
Move:Play()
end
game.Workspace.DoorNumber1.Anchor.HingeConstraint.Changed:Connect(function()
if game.Workspace.DoorNumber1.Anchor.HingeConstraint.TargetAngle == 90 then
Appear()
end
end)
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.