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COMMUNITY QUESTION

How do I make the summon not move the player?

My animation for some reason is pushing the user?

This is the script for the summon

model.Parent = char
		
		model:PivotTo(char.PrimaryPart.CFrame)
		
		for i, v in pairs(model:GetDescendants()) do
			if v:IsA("MeshPart") or v:IsA("Part") then
				v.Transparency = 1
			end
		end
		
		local w = Instance.new("Weld", model)
		w.Name = "Weld"
		w.Part0 = char:FindFirstChild("HumanoidRootPart")
		w.Part1 = model:FindFirstChild("HumanoidRootPart")
		w.C1 = CFrame.new(0,0,0)
		
		local track = model:FindFirstChildOfClass("Humanoid").Animator:LoadAnimation(Stands.Idle)
		track:Play()
		
		
		for i, v in pairs(model:GetDescendants()) do
			if v:IsA("MeshPart") or v:IsA("Part") then
				if v.Name ~= "HumanoidRootPart" then
					local t = game:GetService("TweenService"):Create(v, TweenInfo.new(0.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out), {Transparency = 0})
					t:Play()
				end
			end
		end
		
		local t = game:GetService("TweenService"):Create(model:FindFirstChild("Weld"), TweenInfo.new(0.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out), {C1 = CFrame.new(2.5,-1,-2)})
		t:Play()

There are no errors

1 comment

0

Pretty sure its the collision, as puppynniko said, but if not, I would assume it be something to do with the weld. I'm not too familiar with welds but have noticed my models moving while welded so I stick to weld constraints.

1 answer

Make the stand's Can collide to false

        for i, v in pairs(model:GetDescendants()) do
            if v:IsA("BasePart") then
                v.CanCollide = false
                if v.Name ~= "HumanoidRootPart" then
                    local t = game:GetService("TweenService"):Create(v, TweenInfo.new(0.5, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out), {Transparency = 0})
                    t:Play()
                end
            end
        end

2 comments

0

It didn't work, I don't think the CanCollide matters

0

why wouldn't it?

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