For some reason if I wanted to weld an unanchored part to an anchored part, say like the baseplate, the weld doesn’t work at all.
The unanchored part does not move to the position that the weld should have caused, until I unanchor the baseplate as well. But that defeats the whole purpose, because I want something stationary while another part animates around it.
Is there a reason why an unanchored part cannot be welded to an anchored part and have it’s positions properly updated?
It might be something to do with feather weight parts.
Meanwhile, some work arounds:
Place unanchored part under or above baseplate, and let it snap to base with weld or any other surface. Weld stuff to that part.
There used to be a thing, where if you changed reflectance of featherweight part, and it turned to normal. Might have messed something up, but might be worth trying.
If your center part is stationary, why use welds to animate it? You could just as well have both parts anchored and then set the CFrame of the other part directly.
FYI, a weld makes its part1 snap to part0.CFrame * C0. So you could just replace your weld code with:
[quote] GUYS. NO. GUYS. NO. BAD WRONG. BAD NO WRONG STOP. BAD STOP.
JUST USE MOTOR6D. It works just like a weld but it can weld unanchored stuff to anchored stuff. That’s what I used in my jets in my air physics game. [/quote]
I guess that’s one solution. The issue I see in that though is that Motor6Ds are meant for movement, while Welds are meant for static placement relative to the main part.
In other words, the issue still stands that Welds should work with anchored parts, but do not work currently. I would rather use welds than motors due to the simple fact of what the objects are meant for. However, using Motor6Ds for now would be fine, due to the issue currently.