This is really neat! It didn’t quite fit my use case where I wanted to tween a model’s position, so I edited the script a bit to accept SetPrimaryPartCFrame as a property name with a CFrame value. I haven’t tested it rigorously, so I don’t know how well it behaves under stress or when other properties are included in the table, so user beware. Still gonna drop it here in case anyone wants it:
How would I go about using this for doors? I already have a door system which used the regular tweenservice but I switched to this for smoother tweening. It works very well in studio (and most of the time in-game) however I have been experiencing an issue in-game where sometimes the door’s tween does not play on the client side - and so you just see it jump right to the end position.
Currently, what I’m doing is defining the tween with :GetTweenObject() as a local variable. I then play that tween on the server and then fire the tween object to all cllients through a RemoteEvent in ReplicatedStorage and then when the client recieves it, it will play the tween object it receives. It works for the most part however I get this error:
Here’s my code:
--SERVER (tween part only):
local TS = require(game.ReplicatedStorage.ReplicatedTweening)
local Tweener = game.ReplicatedStorage.Tweener
local door = script.Parent.door
local info = TweenInfo.new(1.4,Enum.EasingStyle.Quad,Enum.EasingDirection.InOut)
local Table = {Position = door.Position + Vector3.new(0,10,0)}
local tween = TS:GetTweenObject(door, info, Table)
tween:Play()
Tweener:FireAllClients(tween)
--CLIENT:
local Tweener = game.ReplicatedStorage.Tweener
Tweener.OnClientEvent:Connect(function(tween)
tween:Play()
end)
Is there a better way to do this? Thanks.
EDIT: By the way the line 68 error looks like this:
local TweenService = require(game.ReplicatedStorage.ReplicatedTweening)
local model = script.Parent.Door.PrimaryPart
local db = false
local Info1 = TweenInfo.new(
0.5,
Enum.EasingStyle.Quad,
Enum.EasingDirection.Out,
0,
false,
0
)
local Goals1 =
{
CFrame = script.Parent.Closed.CFrame
}
local Info2 = TweenInfo.new(
0.5,
Enum.EasingStyle.Sine,
Enum.EasingDirection.Out,
0,
false,
0
)
local Goals2 =
{
CFrame = script.Parent.Open.CFrame
}
local open = TweenService:GetTweenObject(model, Info1, Goals2)
local close = TweenService:GetTweenObject(model, Info2, Goals1)
script.Parent.DButton.ClickDetector.MouseClick:Connect(function()
if not db then
db = true
script.Parent.Close.Value = not script.Parent.Close.Value
wait(.6)
db = false
end
end)
script.Parent.Close.Changed:Connect(function()
model.Move:Play()
if script.Parent.Close.Value == true then -- close door
close:Play()
else -- open door
open:Play()
end
end)
It doesnt tween, it just teleports the part after the tween is done
EDIT: Not even the example code works, please fix ://
Yeah, I think this module is broken right now. This was happening to me maybe a month or more ago and I’m surprised this big of an issue hasn’t been fixed yet. I’m pretty sure the creator knows about it though, and I think he’s gonna fix it (don’t know when though)
I can’t seem to tween an model’s primary part where the primary part contains welds to every other part in the model. It just tweens the primary part, oddly enough the welds remain even though every other parts stay in palce. What may I do to fix this up?
Really ? Are you using the model place ? If so, please go to the github that he’s posted and copy & paste the raw source code. Maybe the old place is outdated
I’m not exactly sure if this is possible, as the way this module was coded was that the actual tweening was done on the client as opposed to the server. You could hard-code something similar to it and check if the duration of the tween has passed since it started to check if it is done. For :Cancel() and other stuff you could hard-code that.