Spinning Weapon Help

Hello DevForum,

I am attempting to make a tool that spins a player, I have attempted this with an animation but have found several issues with this.

  1. If the player moves their camera against the spin, it cancels out the spin.
  2. Walking while spinning does not look good.

How would I go abouts making a spinning effect like this game: Spin Battles🌀 - UPDATE 1 - Roblox

This is what the animation looks like (I am moving my camera against the spin to cancel it out and with it to go faster)

Any help is greatly appreciated!

You could try turning off humanoid.AutoRotate and see if that does anything?
Once the animation ends or the tool is unequipped just enable it again.

I have done research into this already. It is a good idea but isn’t very good to the player whenever they would like to move while spinning.

2 Likes

Just disable Autorotate WHILE the player is spinning, when they are not, just enable it again.

make a script that checks if the player is holding the tool and spins them if they are

example code:


while task.wait() do
  if character:FindFirstChild("toolname") then
    character:PivotTo(character:GetPivot() * CFrame.Angles(0,math.rad(1),0)
  end
end
while (conditional you set) do 
player.Character.PrimaryPart.AssemblyAngularVelocity = Vector3.new(0,180,0)
task.wait()
end

I wouldn’t use a while x do loop but that’s just an example

Thankyou and happyxander0810, I will try this in the morning and see if it helps. I assume I add an animation aswell onto this. Will the player still be able to walk and move while spinning though.

No animation would be needed, you would have to disable Humanoid.AutoRotate while it’s active, but yes you can move normally with that method, and the character will have an effect on physics objects (like other characters).

I have tried this but there has been some issues.

  • When jumping, you jump really high.
  • It feels like you are walking on ice.
  • The players camera is constantly shaking.
  • And it isn’t smooth.

Edit: I have found a way using BodyAngularVelocity, I know its deprecated but it works the best.

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