What I mean is how would I rotate a model as a whole while maintaining the relativity to everything else in the model, like in studio? I think you have to set the primary part and you can use moveto to move things like that, but how would you do rotation? I tried this:
for i = 1,100 do for i,v in pairs (game.Workspace.Rotationmodel:GetChildren()) do v.Part.Rotation.Y = v.Part.Rotation.Y + 1 end end
Forget MoveTo
, use SetPrimaryPartCFrame
.
local RotationModel = workspace.RotationModel for i = 1,100 do RotationModel:SetPrimaryPartCFrame(RotationModel.CFrame * CFrame.Angles(0, 1, 0)) end