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
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.