Rotate custom morph

So currently I’m making a prop hunt game, and when I made this table into a morph it looks like this:


How can I fix this?

Please provide more info on how this works, if your cloning the morph you can just change the orientation cframe to turn it back on its legs or just rotate the model in studio.

Again I don’t fully understand whats going on, could you please provide some snippets into your coding environment and how this works.

Sorry for the lack of info, here’s the current code that handles it:

local Collection = game:GetService("CollectionService")

for _, v in pairs(Collection:GetTagged("Morph")) do
	v.HumanoidRootPart.ProximityPrompt.Triggered:Connect(function(plr)
		local oldChar = plr.Character
		local disguise = v:Clone()
		disguise.Name = plr.Name
		plr.Character = disguise
		disguise.HumanoidRootPart.Anchored = false
		disguise.Parent = workspace
		local prompt = disguise.HumanoidRootPart:WaitForChild("ProximityPrompt")
		prompt:Destroy()
	end)
end

Thanks,
If the part is a mesh or similar you can change the frame to rotate it slightly so its facing up.
You can use this code snippet I used for a similar problem,

part.CFrame = CFrame.new(part.Position, part.Position + Vector3.new(0, 5, 0)) * CFrame.Angles(0, math.pi / 2, 0)

Could this work with unions or just meshes, cause this is a union

Yes!
This should work with baseparts or unions as well.

You’re a legend!
charsssssssssss

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