Welds not working with tween

I can’t figure out why the welds aren’t working. I made them with the Motor6D plugin. The only part that is anchored is the Root Part - that’s the part that all the parts of the door are welded to. Any help is appreciated


Have you tried using regular weld constraints? From the look of the video the other parts don’t contain a weld?

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Yes - everything except the tween part (the destination for the root) - and the other parts don’t need a weld…? It doesn’t matter where the weld is. All the weld instances are stored in the Root Partimage

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Use WeldConstraints, not welds.


Any plugins to do that automatically? Motor6D has always been my goto plugin, but it only has welds. I’ve used this method on many other tweens with the exact same layout…

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Just do it manually, it wouldn’t take more than 2 minutes.

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Screenshot 2020-06-05 at 17.45.10

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But my problem with that is that sometimes I make massive tween projects… It would take upwards an hour to do it in some cases, I’m just confused why it won’t work now but it worked earlier.

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WeldConstraints are far superior in almost every way. It literally took me 2 clicks to do this.

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But like I said previously, that won’t be the case in bigger projects. Heck, this might be a good time for me to learn how to make plugins lol

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You could integrate it into your scripts. I’m sure you already understand anything in this article, but it’s a useful resource anyway.

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Just tried weld constraints, they didn’t work

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Can I see your tween script?
(30 Chars)

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That method is inefficient. Everybody is switching over to the root part method, it takes MUCH shorter amount of time and is way simpler.

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local TweenService = game:GetService("TweenService")

local info = TweenInfo.new(8, Enum.EasingStyle.Elastic)

local leftDoor = script.Parent.Left.Root

local rightDoor = script.Parent.Right.Root

local leftGoal = {Position = Vector3.new(script.Parent.Left.TweenTo.Position.X, script.Parent.Left.TweenTo.Position.Y, script.Parent.Left.TweenTo.Position.Z), Orientation = Vector3.new(script.Parent.Left.TweenTo.Orientation.X, script.Parent.Left.TweenTo.Orientation.Y, script.Parent.Left.TweenTo.Orientation.Z)}

local rightGoal = {Position = Vector3.new(script.Parent.Right.TweenTo.Position.X, script.Parent.Right.TweenTo.Position.Y, script.Parent.Right.TweenTo.Position.Z), Orientation = Vector3.new(script.Parent.Right.TweenTo.Orientation.X, script.Parent.Right.TweenTo.Orientation.Y, script.Parent.Right.TweenTo.Orientation.Z)}

local leftOriginal = {Position = Vector3.new(script.Parent.Left.Root.Position.X, script.Parent.Left.Root.Position.Y, script.Parent.Left.Root.Position.Z), Orientation = Vector3.new(script.Parent.Left.Root.Orientation.X, script.Parent.Left.Root.Orientation.Y, script.Parent.Left.Root.Orientation.Z)}

local rightOriginal = {Position = Vector3.new(script.Parent.Right.Root.Position.X, script.Parent.Right.Root.Position.Y, script.Parent.Right.Root.Position.Z), Orientation = Vector3.new(script.Parent.Right.Root.Orientation.X, script.Parent.Right.Root.Orientation.Y, script.Parent.Right.Root.Orientation.Z)}

local leftTween = TweenService:Create(leftDoor, info, leftGoal)

local rightTween = TweenService:Create(rightDoor, info, rightGoal)

local leftTween2 = TweenService:Create(leftDoor, info, leftOriginal)

local rightTween2 = TweenService:Create(rightDoor, info, rightOriginal)






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Seems like it should work to me. I understand there are easier ways of doing things, but when those don’t work it’s not necessarily a bad idea to fall back on script weld constraints.

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Yeah. I’ll try that and tell you how it goes.


By the way, make sure the welded parts are CanCollide off