local P = game.Players.LocalPlayer
local Plr = P.Character or P.CharacterAdded:wait()
local H = Plr:WaitForChild("Humanoid")
local Mouse = P:GetMouse()
local model = Instance.new("Model")
model.Name = "Test"
model.Parent = game.Workspace.Camera


for i,v in pairs(game.lighting.Test:GetChildren()) do
	v:Clone().Parent = game.Workspace.CurrentCamera.Test
end
local new = game.Workspace.CurrentCamera.Test:GetChildren()
local part = game.Lighting.Test.Part
wait(1)

game["Run Service"].RenderStepped:connect(function()
	if Mouse.target then
		new.CFrame = CFrame.new(math.floor(Mouse.hit.p.X),math.floor(Mouse.hit.p.Y),math.floor(Mouse.hit.p.Z))
	end
end)

Mouse.Button1Down:connect(function()
	if script.Value.Value == 0 then
		local ya = Instance.new("Model",game.Workspace)
		ya.Name = "Test"
		for i,v in pairs(game.Workspace.CurrentCamera.Test:GetChildren()) do
			v:Clone().Parent = game.Workspace.Test
			v.Transparency = 0
		for i, v in pairs(game.Workspace.CurrentCamera.Test:GetChildren()) do
			v:Remove()
		script.Value.Value = 1
		end
		end
	end
end)

So, currently I have this but the model won't seem to show up.

Any ideas on how to fix it?

2 comments

1

The best way to move a model is by setting primary part, and then PrimaryPartCFrame, as the entire model will keep the same orientation as the primary part moves

0

So what would the code look like then, I've never used PrimaryPartCFrame