Mad Scientist Glum7 here,

So I've apparently lost the ability of knowing how to rotate an object, I just noticed right after I finished a very nice wind sock (Git yur mind outta the gutter!! I mean those flag things that indicate wind at every airport ever)..

You can check it out here: https://www.roblox.com/games/910859815/Airfield

..Anyway, Ive gotten myself this far, but I can't seem to rotate a model {before you say "you cant rotate a model.." iKnowYouCanOnlyRotateParts} I need this pole to rotate so that the wind sock can change direction, but on top of that, there are models within the model, I have no clue how to effectively get those children.

Diagram:

Game

 -Workspace
   -Model
     -Model Within
      - Parts...
      - Parts...
    -Parts
rotation=true
parts=script.parent.Model:GetChildren()
	for i=1,#parts do
	if rotation==true then
	parts[i].CFrame=CFrame.fromEulerAnglesXYZ(.1,0,0)*parts[i].CFrame
    else
end

I've also tried simpler layouts:

v = script.Parent.Model:GetChildren()

while true do
v.CFrame = v.CFrame * CFrame.fromEulerAnglesXYZ(0.1,0,0)
wait()
end

For this one I get Errors:

21:18:38.264 - Workspace.WIND.Script:43: bad argument #1 to '?' (CFrame expected, got nil)
21:18:38.265 - Stack Begin
21:18:38.266 - Script 'Workspace.WIND.Script', Line 43
21:18:38.267 - Stack End

Seems to be a basic idea for a script, how would any of you do it?

-Thanks

G7

4 comments

1

Each model should have a primary part set which you can use the functions in the model to get and set the CFrame, this change will apply to all parts of the model.

0

I don't know what that means,,, sounds like you're telling me to rotate a "base part" of the model. One that i'd need to set,, but that would just rotate that one brick. Thanks

0

Why don't you just Union the parts, and then rotate it?

0

the models work by scripts "bending" ropes I doubt it would work if I used a union.