So, I've made a morph, and a simple C-Frame script in a GUI to rotate a part called "aura" repeatably, but it rotates the player with it. I'm guessing it's because it's welded to the player. How do I make it so only the part moves, not the player?
COMMUNITY QUESTION
How would I make this part move but without it moving the player also?
1 answer
Here's what I recommend doing, and excuse me if I don't understand what you are trying to do and I got it wrong.
What you have to do to rotate a part in a morph is use a LocalScript (It has to be moved to the player's Backpack, so a "giver" in the morph button would be good for that) with a code somewhat like this.
local character = game:GetService("Players").LocalPlayer.Character
local morphbody = character:WaitForChild("Chest") --I ASSUME IT'S CHEST BECAUSE THAT IS A POPULAR MORPH SYSTEM. CHANGE THIS TO THE NAME OF THE MODEL BEING MORPHED WITH AURA IN IT
morphbody.aura:BreakJoints() --Break it off from the character so that it can move freely
game:GetService("RunService").RenderStepped:connect(function ()
--This will require some work, you have to find out the CFrame from the character's torso to the "aura" part.
morphbody.aura.CFrame = Torso.CFrame * CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0) --Replace CFrame.new(0, 0, 0) with that CFrame from the torso, and the CFrame.Angles() to the GUI rotation value.
end)
If I goofed on the above please PM XanthicDragon
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2 comments
One solution would be to use a Motor6D and change the rotation of it's C0 or C1 property. It's what are used to weld your Characters arms on but still allow them to move.
Masta is right. Just use Motor6D to change the rotation to C1.