So i'm making a bezier curve script, and I have the rotation set up, and it looks fine, no errors, but the bricks don't rotate! It works for Position, and I don't know why it isn't working for Rotation. Any help? Here is the script:
bc={}
rbc={}
p1={game.Workspace.Start1.Position,game.Workspace.Cont1.Position,game.Workspace.Start2.Position}
p2={game.Workspace.Start2.Position,game.Workspace.Cont2.Position,game.Workspace.EndStart.Position}
r1={game.Workspace.Start1.Rotation,game.Workspace.Cont1.Rotation,game.Workspace.Start2.Rotation}
r2={game.Workspace.Start2.Rotation,game.Workspace.Cont2.Rotation,game.Workspace.EndStart.Rotation}
function CreateLerpsP1()
for i=1,10 do
local t = i/10
bc[i] = p1[1]*(1-t)^2+2*p1[2]*(1-t)*t+p1[3]*t^2
end
for i=1,10 do
local t = i/10
rbc[i] = r1[1]*(1-t)^2+2*r1[2]*(1-t)*t+r1[3]*t^2
end
for i=1,10 do
local t=Instance.new("Part",workspace.CurTrack)
t.Name="TrackPoint"
t.BrickColor=BrickColor.Blue()
t.Anchored=true
t.CanCollide=false
t.Size=Vector3.new(4,1,2)
t.TopSurface=Enum.SurfaceType.Smooth
t.BottomSurface=Enum.SurfaceType.Smooth
if i~=1 then
t.CFrame=CFrame.new(bc[i]:Lerp(bc[i-1],0.5),bc[i])
t.Rotation=Vector3.new(rbc[i]:Lerp(rbc[i-1],0.5),rbc[i])
else
t.CFrame=CFrame.new(bc[i]:Lerp(p1[1],0.5),bc[i])
t.Rotation=Vector3.new(rbc[i]:Lerp(r1[1],0.5),rbc[i])
end
end
end
function CreateLerpsP2()
for i=1,10 do
local t = i/10
bc[i] = p2[1]*(1-t)^2+2*p2[2]*(1-t)*t+p2[3]*t^2
end
for i=1,10 do
local t = i/10
rbc[i] = r2[1]*(1-t)^2+2*r2[2]*(1-t)*t+r2[3]*t^2
end
for i=1,10 do
local t=Instance.new("Part",workspace.CurTrack)
t.Name="TrackPoint"
t.BrickColor=BrickColor.Blue()
t.Anchored=true
t.CanCollide=false
t.Size=Vector3.new(4,1,2)
t.TopSurface=Enum.SurfaceType.Smooth
t.BottomSurface=Enum.SurfaceType.Smooth
if i~=1 then
t.CFrame=CFrame.new(bc[i]:Lerp(bc[i-1],0.5),bc[i])
t.Rotation=Vector3.new(rbc[i]:Lerp(rbc[i-1],0.5),rbc[i])
else
t.CFrame=CFrame.new(bc[i]:Lerp(p2[1],0.5),bc[i])
t.Rotation=Vector3.new(rbc[i]:Lerp(r2[1],0.5),rbc[i])
end
end
end
CreateLerpsP1()
CreateLerpsP2()
game.Workspace.Start1.Changed:connect(function() game.Workspace.CurTrack:ClearAllChildren() CreateLerpsP1() CreateLerpsP2() end)
game.Workspace.Cont1.Changed:connect(function() game.Workspace.CurTrack:ClearAllChildren() CreateLerpsP1() CreateLerpsP2() end)
game.Workspace.Start2.Changed:connect(function() game.Workspace.CurTrack:ClearAllChildren() CreateLerpsP1() CreateLerpsP2() end)
game.Workspace.Cont2.Changed:connect(function() game.Workspace.CurTrack:ClearAllChildren() CreateLerpsP2() CreateLerpsP1() end)
game.Workspace.EndStart.Changed:connect(function() game.Workspace.CurTrack:ClearAllChildren() CreateLerpsP2() CreateLerpsP1() end)

5 comments
Could you try being more specific to my script? I've never done anything like what you said before, maybe then i'll understand more.
Check my edit.
For some reason, that just made all of the bricks go to the same spot.
And they still don't rotate, either. Is what im trying to do impossible to code or am I just missing something?
Please respond, I am really starting to get pressed for time with this