I've been trying for hours to rotate a part to 0,0,90, however it is welded to the humanoidrootpart, making it not rotate. I can't understand why, and how would i rotate it while it is welded? Code: (Although not all of it is needed)
game.Players.PlayerAdded:Connect(function(plr) --Wait for the character repeat wait() until workspace:FindFirstChild(plr.Name) wait(1) --Variables local char = plr.Character local rootpart = char:WaitForChild("HumanoidRootPart") local humanoid = char:WaitForChild("Humanoid") local HighTorso = char:WaitForChild("UpperTorso") local LowTorso = char:WaitForChild("LowerTorso") --Code humanoid.WalkSpeed = 0 char:MoveTo(workspace.SpawnLocation.Position + Vector3.new(0,3,0)) rootpart.Orientation = Vector3.new(0,90,0) wait() --Legs local RUPPERLEG = char:WaitForChild("RightUpperLeg") local RLOWERLEG = char:WaitForChild("RightLowerLeg") local RFOOT = char:WaitForChild("RightFoot") local LUPPERLEG = char:WaitForChild("LeftUpperLeg") local LLOWERLEG = char:WaitForChild("LeftLowerLeg") local LFOOT = char:WaitForChild("LeftFoot") RUPPERLEG.Transparency = 1 RLOWERLEG.Transparency = 1 RFOOT.Transparency = 1 LUPPERLEG.Transparency = 1 LLOWERLEG.Transparency = 1 LFOOT.Transparency = 1 rootpart.Anchored = true local pogo = script.Pogo:Clone() pogo.Anchored = true pogo.CanCollide = false pogo.Orientation = Vector3.new(0,0,90) pogo.Parent = char pogo.Position = rootpart.Position - Vector3.new(0,2.7,.3) wait(5) local weldPogoTorso = Instance.new("WeldConstraint", pogo) weldPogoTorso.Part0 = char.LowerTorso weldPogoTorso.Part1 = pogo rootpart.Anchored = false pogo.Anchored = false humanoid.WalkSpeed = 16 end)
Yeah, that's what happen with weldconstraints. Try using Weld
and setting their properties C0
and C1
(CFrame values).