Hello there, im making a cop game which i want a chopper blade to start moving, so I coded some thing like this:
while wait(1) do
script.Parent.VehicleSeat.MainBlades.C1 *= CFrame.fromEulerAnglesXYZ(0,5,0)
end
turns out the result is a chopper body rotates itself but not the blades
I sure that the weld Im doing is wrong so Im going to send a properties of a plane
Classic Baseplate - Roblox Studio - Gyazo
If anyone can help me, please let me know!
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That’s because it’s welded to the body!
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When a C1 or C0 the part updates the part that is not the root part will move.
Try setting the root priority number to 127 for the helicopter body.
If the weld is rotated you will need a special formula to move the Part1
Found a method for @Headstackk , tested with motor of following:
motor.C1 = CFrame.Angles(1,2,1)*CFrame.new(0,5,2)
motor.C0 = CFrame.Angles(5,2,1)*CFrame.new(0,0,5)
wacky rig setup result:
[image]
Without C1 :Inversing
With C1 Inversing:
while true do
local dt = task.wait()
local additionalRotation = CFrame.Angles(math.pi/2*dt,0,0)
additionalRotation = motor.C1:Inverse()*CFrame.Angles(math.pi/2*dt,0,0)*motor.C1--magic trick
motor.C0 *= additionalRotation
end
Ho…
Root part behavior
Sorry for the late reply but yeah that’s how it do work the weld part closest to the root part doesn’t move while the part that is furthest from the root part moves. (Part with largest size included)
[image]
Root part
Every Assembly has a root part, see BasePart:GetRootPart . When a Weld’s C0 / C1 is modified the root part will stay where it was.
The rules for choosing a root part is here:
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Well I tried making a new motor6d in a blades instead, turns out it didnt even work
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oh wait sry to tell, the blades is welded to a vehicle seat
alr im trying to do it thank you
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AYYY IT WORKIN, thanks! Btw, could you give me a info about “priority 127”?
It forces the helicopter body to be the root part, 127 is the highest number it can be set for some reason.
Info is from the weld documentation:
Root part
Every Assembly has a root part, see BasePart:GetRootPart. When a Weld’s C0/C1 is modified the root part will stay where it was.
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