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✓ ANSWER ACCEPTED

How do I set Motor6D's without having them have to touch the part?

I am creating an NPC dog, and I'm trying to load animations onto it. I found out that I needed Motor6D's but when I tried to create them (via. Command Bar) it moved the part. So what do I do to have the part still have its original position and have a motor6d?

If you want to see what I put into the command bar to create the motors, look no further..

workspace.Dog.HumanoidRootPart.MotorToTorso.Part0 = workspace.Dog.HumanoidRootPart
workspace.Dog.HumanoidRootPart.MotorToTorso.Part1 = workspace.Dog.Torso

A Motor6D is already placed inside the HumanoidRootPart. If you want a picture of what happens, look here. And what it's supposed to look like, look here.

-- HungryJaffer

5 comments

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This isn't a request site, we need actual proof that you actually tried

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What I did on the Command Bar is pretty simple, but if you want me to show you what I put into the command bar, okai...

0

You need to set the C0 it always happen to me... Its a long and boring task so please tell me if you find a way to make it easier

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How do I set the C0?

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Look at my answer

2 answers

✓ Accepted answer
workspace.Dog.HumanoidRootPart.MotorToTorso.C0 = CFrame.new(0, 0 ,0)*CFrame.Angles(0 ,0, 0)	

After you link the parts together with Motor6D you need to make an Offset with C0. I honestly hate doing this because it takes for even when you have complex models so if you find an easier way please tell me.

1 comment

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