Welding offset highly confused me?

Maybe I’ll consider admitting DevForum is actually quite useful…

Anyhow, I’m currently experimenting with TweenService with models and in order to tween my model I must first weld it to a central part. My end goal is to create the Star Wars training room for my Empire project I’m working on with moving platforms like this:

The movement side is fine for me, as it orientates and flips into the orientation required of it. However when it comes to welding this happens:
https://gyazo.com/0a56e4d727c2a51174d6d890eedb4cc8

Which is highly irritating when your trying to create intricate extra details. For reference this is how a platform is set out:
image

  • Ignore SPlatformHandler, that is so the platform can be tweened individually back to its home (as they slot out the walls).
  • Ignore the delay, that was for showing purposes, its the fact the smaller orange block gets engulfed.

The “Centre” currently is just a box which engulfs the entirety of the model itself, it is also the primary part. My welding script is being done through the ServerScriptService and looks like this:

function WeldModel(Model)
	local Part1 = Model.PrimaryPart

	for _, Part0 in pairs(Model:GetChildren()) do
		wait()
		if Part0 ~= Model.PrimaryPart and Part0:IsA("BasePart") then
			local Weld = Instance.new("Motor6D")
			Weld.Part0 = Part0
			Weld.Part1 = Part1
			Weld.Parent = Weld.Part1
			
			Weld.Part0.Anchored = false
		end
	end
end

for _, Model in pairs(workspace.Platforms.Unused:GetChildren()) do
	wait()
	WeldModel(Model)
end

Any ideas as to why?

I would recommend using WeldConstraint instead, it is just like a Weld but you don’t need to assign a C0 or C1 property (Welds are similar to Motor6D’s), also, you would probably not need a Motor6D if you aren’t doing animations. By using a WeldConstraint. You can move all the parts of the welds by changing the CFrame property, and if you need to move only one part, just change the Position Property.

Alright so, I’ve got the method working with WeldConstraints however I am considering animation on some of my parts (to make it look nice) - as such any way to do it using Motor6D or will WeldConstraints still suffice?