(Yes I know, using WeldConstraints is more effective however I’ve tried using both and it brought the same results)
However, there are a few problems…
Welds and WeldConstraints only weld parts together when I tween CFrame (which is so stupid in my opinion)
I cannot tween everything in one tween, i need to have different properties for each one
Tweening Angles and CFrame at the same time causes even more issues (parts glitching, going under map etc.)
Tweening a property twice causes the previous tween to stop, so I cannot tween 2 CFrame's
Would anyone help me? I am literally struggling with it for 2 hours…
Currently, this is my code but it doesn't work at all. I am posting it so it might be easier for anyone to understand what I want to achieve more specifically.
-- animations
local ts = game:GetService("TweenService");
local prim = script.Parent.PrimaryPart;
local disshape = false;
local rad = math.rad;
ts:Create(prim,TweenInfo.new(1.1,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,-1,true,0),{Position = prim.Position + Vector3.new(0,1,0)}):Play();
ts:Create(prim,TweenInfo.new(4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,-1,false,0),{CFrame = prim.CFrame * CFrame.Angles(0,rad(360),0)}):Play();
And no. I won’t use blender to make a triangle and convert this model into a meshpart.
Because…
I want to have some more animations with these 4 parts inside of a model
I am noob at blender and these shortcuts and all are getting me mad even more
I don’t want to learn it cause I am not a builder. I am building occasionally
I’ve been searching for the solution on devhub (mainly welds and cframe tutorials) and devforum, but unfortunately I found nothing.
If it is a model then you can tween the primary part and set the primary part. This means that you can do away with having multiple tweens and keep it as a whole model.
I would create a invisible non collide box around it and use that as the primary part. Then when tweening just use Model:SetPrimaryPartCFrame(NewPosFromTween).
Also if all its doing is rotating you could even just do it on 2 loop cycles, one going up and one going down.
-- animations
local ts = game:GetService("TweenService");
local prim = script.Parent.PrimaryPart;
local disshape = false;
local rad = math.rad;
ts:Create(prim,TweenInfo.new(1.1,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,-1,true,0),{Position = prim.Position + Vector3.new(0,1,0)}):Play();
ts:Create(prim,TweenInfo.new(4,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,-1,false,0),{Orientation = Vector3.new(0,360,0)}):Play();
And this hierarchy:
The triangle falls down for an unknown reason… But it keeps spinning.
The “prim” part seems to be spinning exactly as intended
So I would need to tween everything in a CFrame. However
Also, I think that I’d use the animation editor though…
It seems like an easier alternative for me. The model itself would still need to have the Humanoid, cause it will be moving.