Why doesnt welded parts in a model move with the primary part?

trying to make it so when you click with a tool, a indicator shows up, after .5 seconds bones show up
the problem is, is that the bones are all welded into a root part which is just a single part thats covering up all of them, when i click it should tween the root part and i would expect the bones to also tween with the root part… but they dont.

if Char:FindFirstChild("Bone Zone") and info.BoneZone then
			if sf.SetCooldown({plr = player, ability = "boneZone", check = true}) then return end
			sf.SetCooldown({plr = player, ability = "boneZone", dura = 2})

			local Zone = repStorage.Fx.Zone:Clone()
			Zone.Position = (mouseHit * CFrame.new(0,4,0)).Position
			Zone.Parent = workspace.Effects

			local zoneSound = repStorage.Sounds["Bone Zone"]:Clone()
			zoneSound.Parent = Root
			zoneSound:Play()

			task.delay(.5, function()
				local swipeSound = repStorage.Sounds["Undertale - Swipe Sound Effect"]:Clone()
				swipeSound.Parent = Root
				swipeSound:Play()

				task.wait(.529-3.5)
				local boneZone = repStorage.Fx.Model:Clone()
				boneZone.PrimaryPart.Position = (mouseHit * CFrame.new(0,-2,0)).Position
				boneZone.Parent = workspace.Effects

				TweenModule.obj(boneZone.PrimaryPart, "Quad", "In", .2, {Position = Zone.Position})
				
				for Index, Value in ipairs(boneZone:GetChildren()) do
					if Value:IsA("UnionOperation")  then
						TweenModule.obj(Value, "Linear", "Out", .2, {Transparency = 0})
					end
				end
			end)
		end


here is what happens, how do i fix this??

11 Likes

set the model’s CFrame using SetPrimaryPartCFrame instead of positioning the primary part

2 Likes

Im tweening it though, how would that work?

you can tween the primary’s part’s CFrame, if you set the position, welded parts will not go with it

1 Like

And why is that?
sadafsasdasfaasd

that’s some roblox engine question or something so I don’t know

1 Like

I did this, but its still giving me the same result…

local boneZone = repStorage.Fx.Model:Clone()
				boneZone.PrimaryPart.CFrame = mouseHit * CFrame.new(0,-4,0)
				boneZone.Parent = workspace.Effects

				TweenModule.obj(boneZone.PrimaryPart, "Quad", "In", .2, {CFrame = Zone.CFrame})
1 Like

You need to connect welds between all of the objects. All of the parts need to be welded to the primary part.

then there might be other problems, how does your code look like after you changed it to cframe?

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I welded them like this:
image
each weld in there part0 is the ‘Root’ part, and part1 is the parent of the weld.
how would i do it any differently?

1 Like

Pretty sure it’s the other way round. part0 is the parent and part1 is the root iirc

1 Like

Nothing changed, heres the code one more time:

if Char:FindFirstChild("Bone Zone") and info.BoneZone then
			if sf.SetCooldown({plr = player, ability = "boneZone", check = true}) then return end
			sf.SetCooldown({plr = player, ability = "boneZone", dura = 2})

			local Zone = repStorage.Fx.Zone:Clone()
			Zone.Position = (mouseHit * CFrame.new(0,4,0)).Position
			Zone.Parent = workspace.Effects

			local zoneSound = repStorage.Sounds["Bone Zone"]:Clone()
			zoneSound.Parent = Root
			zoneSound:Play()

			task.delay(.5, function()
				local swipeSound = repStorage.Sounds["Undertale - Swipe Sound Effect"]:Clone()
				swipeSound.Parent = Root
				swipeSound:Play()

				task.wait(.529-3.5)
				local boneZone = repStorage.Fx.Model:Clone()
				boneZone.PrimaryPart.CFrame = mouseHit * CFrame.new(0,-4,0)
				boneZone.Parent = workspace.Effects

				TweenModule.obj(boneZone.PrimaryPart, "Quad", "In", .2, {CFrame = Zone.CFrame})
				
				for Index, Value in ipairs(boneZone:GetChildren()) do
					if Value:IsA("UnionOperation")  then
						TweenModule.obj(Value, "Linear", "Out", .2, {Transparency = 0})
					end
				end
			end)
		end
1 Like

in your video, the weld doesn’t show as active. welded parts has to be unanchored and only the primary part should be anchored

2 Likes

Okay well that fixed a problem, but a new one got created lol…

1 Like

Like the guy above said, parts that are welded to one part need to be unanchored while the part that’s getting the welds need to be anchored for it to work

1 Like

I did that, and as i said above, it created a new problem, i sent a video

1 Like

need the problem to be said
30cccc

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I think the problem is that the bones aren’t supposed to be positioned like that when they rise up

1 Like

The problem was i used a weld to weld it to the root part, so it made it rotate that way… So i used a Weld Constraint. And that created another problem.

2 Likes

I’m gonna try and figure it out by recreating it, ill brb