So I'm trying to make a "morph" type of thing using the new skinned meshparts update. I am trying to make a bone copy the same movements as another part. By the way, I don't want to make an animation as this is meant to work with all roblox animation packs.

Here is some code:

local RP = char.Luigi.RootPart
local rBone = RP.root.root_motion

local opHead = nil

while true do
	Swait()
	--head
	local bone = rBone.root_body.ske_body.root_head
	local compare = char["UpperTorso"]
	if opHead == nil then
		opHead = bone.Position
	end
	local rotate = Vector3.new(-(hed.Orientation.x - root.Orientation.x), hed.Orientation.y - root.Orientation.y, hed.Orientation.z - root.Orientation.z) - Vector3.new(compare.Orientation.x - root.Orientation.x, compare.Orientation.y - root.Orientation.y, compare.Orientation.z - root.Orientation.z)
	local pos = Vector3.new(-(hed.Position.x - root.Position.x), hed.Position.y - root.Position.y, hed.Position.z - root.Position.z) - Vector3.new(compare.Position.x - root.Position.x, compare.Position.y - root.Position.y, compare.Position.z - root.Position.z)
	bone.Orientation = rotate
	bone.Position = opHead + pos
end

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Update: I have kind of fixed it but its still super broken. By the way, the point of the morph is to be able to play any roblox animation for R15, not just custom ones