WeldConstraint does not move part connected

I’m not that good with constraints yet, but I’m completely confused about why this isn’t working. Basically, I have a WeldConstraint in an anchored part, called “Stage”, with Part0 being the “Stage”, and Part1 being a character model’s HumanoidRootPart. If I move the anchored part, or the base part, the character does not move at all. I’ve put a video below to hopefully help others understand the situation. Sorry for the black bars, the monitor I’m recording on has a weird aspect ratio


Any ideas to why this isn’t working?

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I think you need to unanchored both parts

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Beside the rotate tool there is an option saying JoinSurfaces. Check that box and then drag the character onto the platform. A weld should automatically then be added.

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I don’t see a weld being created, even when I remove the weldConstraint. Also, I want this to work through scripting, as characters of actual players will be generated here.

May you be a little more specific with what you’re attempting to achieve?

I have a UI that basically gives you accessories, and I want this to sort of be a preview room. A button on the UI allows you to spin the “stage” part around, and I want the character model to spin with it.

I would try welding it to the Torso then.

But then it moves the model to be colliding with the stage

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Using the WeldConstraint of course, I did not mean the actual “Weld” Lol.

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Same results as what happened the first time.

Also just tried doing the same thing with both unanchored.

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Uh, strange, never had an issue with welding, Try putting the weld into the player’s torso, then weld the player torso to the Stage, if that doesn’t work then I have no idea, your studio has to be cursed.

By this, do you mean add a “weld”, then make part0 the torso, and part1 the stage?
If so, I did that.

If you can test this yourself, please do
charactercustomizationarea.rbxm (6.6 KB)
(The character I use in this example is just created using Rig Builder)

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I’ll try to do it myself on my own private workspace, I’ll let you know if I find anything out. :ok_hand:

I was able of recreating it as shown here
This is how I set it up.

Hey, sorry for responding much later, but what is the difference between what I did (WeldConstraint in stage, part0 stage, part1 torso) and what you did? I don’t see a difference in the images and what I had.

There’s most likely something faulty within your game itself, something that’s interfering with welds.

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I can’t seem to replicate what you did in the video. Is something missing from your videos/pictures?
(in a blank world now)

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Hey, are u moving the part while its welded physically on studio? If so then it would break the weld automatically… If you would like to move a part then you can change its CFrame property via a Script.

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Hello! This worked with spinning of a normal part, but now, with a cylinder rotated 90 degrees on the Z axis, the weldConstraint is destroyed. Here’s my script to move it…

stage.CFrame = CFrame.new(stage.Position.X, stage.Position.Y, stage.Position.Z) * CFrame.Angles(0,(stage.Orientation.Y - mouseStartedDraggingPosition.X-UserInputService:GetMouseLocation().X)/100,math.rad(90))

(Any idea why this is?)

EDIT: This seems to just be original moving around of something, probably the character model falling down or something like that. I’m going to make it so it checks to see if there is a weld constraint there before it moves anything.

EDIT AGAIN: This works, for anyone looking at this in the future, look at the post above, do the things I added in the edit, and set the character torso anchored to false, as it seems to be automatically set to true when a WeldConstraint is added to a part.

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