So what this is supposed to do is reset the location of the arms to their normal place after removing the weld, but what happens is like 60% of the time it works and the arm is straight down and 40% of the other time the arm sticks out 90 degrees in the air. I don’t know what causes this, is it an internal thing with studio or why is it so unreliable for something so simple and straightforward? I really need some advice on this. Thank you.
The thing is this is oddly important because animation won’t work if you change the angle of a joint/part in character.
Are you using the exact same arm part, or switching between different arms?
If so your different arms may have different rotations, which could be fixed by editing the Pivot of the arm Parts so the X,Y, and Z axes are oriented the same for all your arms.
Well I am using different arms but its on top of the real arm. I just don’t know why it is working 50% of the time and the other 50% it’s rotating the arm 90 degrees. Does it have to do with a shoulder attachment or something like that? It says 0,0,0 C0 and C1 so I don’t understand how it is rotating 90 degrees when the same properties means it would be straight down.
But put all the arms in the workspace facing the correct direction.
Select each one individually so you can compare which way the red, green and blue arrows face.
If you select one arm and the coloured arrows point different directions then that’s what causing them to attach differently.
If that’s what happens then use the Pivot editing tools to rotate every arm’s arrows to point the same orientation.
It takes the Part/Mesh/whatever and you can use the rotation tool there to align the axes to whereever you want.
The weld C0 and C1 will still work normally, but if the C1 orientation for the arm is normally 0,90,0 (for example) and you are welding 2 items with different orientations then that will affect what orientation the weld attaches at.
I haven’t experimented with it, but I don’t see why not.
If you have a folder of arms with different names and the Attachment points in them you should be able to set the C0 or C1 to that attachment location. If you want the get rid of the arm the player has then Destroy it and place another arm into the Player, and set the C0 or C1 to that new arm.
For some reason even if I add a new arm sometimes it is inverted 90 degrees and the arm faces forward. Do you know what’s up with that and any potential welds i’ve used in the past? Thanks.
You keep asking the same question. The new arm orientation is probably set differently.
If you did what I asked and reoriented the arm Part/Mesh with the Pivot tool so that the green/red/blue arrows point the same directions you may have still them facing 180 degrees out.
In that case use the Pivot tool on the axis you know is 180 out and rotate the orientation by 180 degrees.