WeldConstraints are much easier to use then welds (in my opinion), you cframe the original part or position or orientate it however you wish and then you just apply the constraint and voila! It’s welded. Editing the weld is also much more simpler.
If you take a look at the Weld api in the yellow box it is said that WeldConstraints are a newer alternative version of welds that do not require c0 and c1 edits
I think there must be another weld to the arm for this not to work. If your thinking about using WeldConstraints, I do not know on how to position and rotate parts with ease. If you run into any issues, please ask.
local tweenProperties = {
CFrame = Player.Character['Right Arm'].CFrame
}
local tweenInfo = TweenInfo.new(
0, -- Tween Length
Enum.EasingStyle.Linear, -- Style
Enum.EasingDirection.Out, -- Direction
0, -- How many times it repeats Tween
false, -- Reverse tween after complete
0 -- Should it have a delay
)
local tween = TweenService:Create(PrimaryPart, tweenInfo, tweenProperties)
tween:Play()
--PrimaryPart.CFrame = Player.Character['Right Arm'].CFrame
weld.Part1 = Player.Character['Right Arm']
It seems to work perfectly fine setting the CFrame normally (PrimaryPart.CFrame = Value), but when I use TweenService to set it, it will not budge at all. What am I doing wrong here?
This is most likely because you’ve already made the constraint. To make this work temporarily anchor the model and delete the constraint, finish the tweening and then re weld it.
EDIT: Weld constraints also have a enabled or active property so you can just disable that temporarily