In my game I have to use two layers of parts: The first layer is simply the skeleton. It’s what the body animates around and such. The second layer is armor. It’s moved (currently possible with SpecialMesh.Offset) and rotated to fit around the body.

The result is me having double the parts I need. If SpecialMesh.Offset used a CFrame value or some way to rotate then I could easily halve the parts I have.

The current solution is importing and exporting until I’m happy with the mesh rotation, which is really ugly.

Other uses can be rims on wheels that don’t require an extra part to rotate a special way, special effects, etc…


tfw Discourse disabled replies for 20 min after your post.


Personally I’ve always wanted a feature like this. I think it’s rather strange that meshes lack a rotation-based offset. They have position + scale, so why not rotation?



1 Like