Like for example in this script...
local playa=game.Players.LocalPlayer; Char = playa.Character script.Parent.Selected:connect(function(mouse) while Wait() do weld = Instance.new("Weld",Char); weld.Name = "RMot"; weld.Part0 = Char.Torso; weld.Part1 = Char["Left Arm"]; weld.C1 = weld.C0; --[[ p0=part0.CFrame c0=c0 p1=part1.CFrame c1=c1 p1*c1 == p0*c0 c1 == p1:inverse()*p0*c0 c0 == p0:inverse()*p1*c1 --]] local desired_p1=CFrame.new(--the CFrame that we want the arm to be at (weld.Part0.CFrame*CFrame.new(-1,0.3,-0.5)).p,--the position we want mouse.hit.p--look at the mouse )* CFrame.Angles(math.pi/2,0,0);--rotate it so that the hand points that way weld.C0=CFrame.new();--set C0 to identity matrix so it is out of the equation weld.C1=desired_p1:inverse()*weld.Part0.CFrame;--same equation as shown above end end )
at this line ->weld.C0=CFrame.new();--set C0 to identity matrix so it is out of the equation Why would you need to set identity matrix "out of equation" and also on the line after that why would part0's cframe need to be involved and why inverse?