What I would like to happen is for the model to tween down while rotating, then anchoring everything in the model, then removing all the welds, then tweening the angle of the left and right jaws to open slightly.
It all goes smoothly until the jaw opening where it will then go really really high into the sky and i cant figure out why.
local Blasters = game.ReplicatedStorage.Attacks.Sans["Blaster Ring"].BlasterRing:Clone()
Blasters.Parent = workspace.Debris
Blasters:MoveTo(position * Vector3.new(1,5,1))
local MainPart = Blasters.CentrePart
local TI = TweenInfo.new(
0.3,
Enum.EasingStyle.Linear,
Enum.EasingDirection.Out,
0,
false,
0
)
local TweenDown = TS:Create(MainPart, TI, {Position = position * Vector3.new(1,2,1)})
TweenDown:Play()
local TweenAround = TS:Create(MainPart, TI, {CFrame = MainPart.CFrame *
CFrame.Angles(math.rad(0),math.rad(180),0)})
TweenAround:Play()
for i,v in pairs(Blasters:GetDescendants()) do
if v:IsA("MeshPart") or v:IsA("UnionOperation") then
local TweenStart = TS:Create(v, TI, {Transparency = 0})
TweenStart:Play()
end
end
wait(0.35)
for i,v in pairs(Blasters:GetDescendants()) do
if v:IsA("Model") or v:IsA("Highlight") or v:IsA("ManualWeld") or v:IsA("Attachment") or v:IsA("ParticleEmitter") then
else
v.Anchored = true
end
end
for i,v in pairs(Blasters:GetDescendants()) do
if v:IsA("ManualWeld") then
v:Destroy()
end
end
wait(2)
for i,v in pairs(Blasters:GetDescendants()) do
if v.Name == "LeftJaw" then
local origPos = v.Position
local TweenPos = TS:Create(v, TI, {Position = origPos})
local TweenStart = TS:Create(v, TI, {CFrame = v.CFrame * CFrame.Angles(math.rad(-24),0,0)})
TweenStart:Play()
TweenPos:Play()
elseif v.Name == "RightJaw" then
local TweenStart = TS:Create(v, TI, {CFrame = v.CFrame * CFrame.Angles(math.rad(-24),0,0)})
TweenStart:Play()
end
end