Weldcontraint ruining the rotation

I have a part that I want to have follow the character around, so I’ve tried weldcontraint.

local ring = Const.AssetsPointers.MagmaBeast.MagmaRing:Clone() --This is the red cylinder instance
ring.Position = target.HumanoidRootPart.Position --Target is the player's character
local w = Instance.new("WeldConstraint")
w.Part0 = target.HumanoidRootPart
w.Part1 = ring
w.Parent = ring
ring.Parent = target --Workspace didn't help either

The issue is the character can no longer rotate while I’m moving around, the weldcontraint locks the rotation of the character.


So I tried using motor6d, ignoring the fact the part’s rotation is completely off, it does work somewhat if I jump before spawning the part, but if I don’t jump it shows a huge issue with how it acts with other parts.

I have turn anchored to false, turned off collisions, touched and query, also turned off enablefluidforces.

I’m hoping there’s a simpler way to just let the part follow the character, without affecting how it moves or rotates etc, without having a heartbeat script that moves it after the player. Basically a weldconstraint that didn’t affect the rotation would be ideal.

Any help appreciated

1 Like

You need to ensure that the weld’s Part0 is NOT set to the cylinder.

So I should set Part1 to the hrp and Part0 should be the cyllinder?

Sorry I meant to say, ensure that Part0 is set to the HumanoidRootPart and Part1 is set to the cylinder.