Rotating Obby Part Issues

On my obby game, there is a stage with rotating parts. Essentially, I want players to be able to jump through them and attempt to not hit the kill parts. I do this by using a hinge, as I want it to affect the players physics.

Here is a GIF of what it would look like ideally:
https://gyazo.com/4cd301b98c3888c3876b589532d90b45

However, my problem is that whenever a player goes into it, it alters its rotation. Here is a GIF of the spinning models AFTER a player has interfered with the physics:
https://gyazo.com/13b7217c96b0350b047bbb4c545ffc82

I made a post similar to this before now, about two days ago. I thought I had fixed it, but unfortunately did not. I played around with the masses of each part.

So I guess my question is how do I make the spinning model affect a character’s physics, without the character stopping the models physics? Characters offset the rotation by a tiny bit each time they push against a wall.

Have a good day. Any solutions will be well appreciated. Thanks.

1 Like

Are you using body movers? If so, try using TweenService instead. Anchor the parts and weld them together, then create a tween for the main part and then play it.

Thank you for your response. Although this solves the fact that the rotation is no longer altered, it does not fix that the player is no longer moved by the moving parts. The goal is to, like your answer solved, prevent the player from moving the square. While at the same time the player is carried along with the parts that move.

You can easy make motor on that part you want to rotate and they will spin .

Well I tried that, using hinges. It carried the player with physics, however a player could still alter the rotation when they jumped inside.