Please refer to my previous post for an edited fix. Was a simple mistake, no harm done. Let me know if it works after.
This works but now I have a new problem
The player does not move with the part.
Alright I’m starting to see sort of what you want. Let me explain what’s going on here, and how it’s conventionally done as far as I know at the moment.
So, Anchored (otherwise known as Asleep) objects do not actively calculate the same physics as unanchored (otherwise known as Awake) parts do.
When an anchored part is “moving” it’s just updating its points through world space, it does not apply a reaction force* (by itself, any unanchored awake objects can react TO the object colliding with them,) whereas for example, a two part mechanism with a hinge constraint configured as a motor spins a long part like the one seen in your video, can apply a reaction force to objects (such as players) standing on it or those in the way that it would subsequently smack into.
As for how you process and act upon this info, do as you will. But I’m not familiar enough with the rigid body sleep system to tell you how this could be achieved with anchored parts, so perhaps two part systems with Hinge Constraint motors would settle for now?
- reaction force : Forces that come from interaction between one object and another, this ranges from Friction to Gravity.
TLDR: Anchored–sleeping–parts AFAIK cannot apply a reaction force to the player like an Unanchored–awake–parts can, which means they do not apply friction to move the player’s character.
Anyone reviewing this answer please do feel free to correct me if I’m spouting nonsense.
I am lost in confusion right now.
Even when unanchored the player does not move with the part.
I meant to put p.Orientation
. My bad.
yeah I corrected that, that was not the problem, watch the video
I have to bump this as this problem here in the video still exists, yeah and I still don’t know what to do.
https://gyazo.com/6fce30e75be00189220c1cffb1237800
I don’t think you’ve tried mine yet.
local runService = game:GetService('RunService')
local folderToSpin = workspace.SpinFolder --replace with your folder
local spinAmount = Vector3.new(0, 15, 0) --how many degrees to spin per second
runService.Heartbeat:Connect(function(step)
for i,v in pairs(folderToSpin:GetChildren()) do
v.Orientation += spinAmount*step --Actually rotate the part..
v.AssemblyAngularVelocity = spinAmount*step
end
end)