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Question about spinning a morph, welded to the player? [BodyAngularVelocity] [SOLVED]

Asked by 4 years ago
Edited 4 years ago

So, I have a mesh part tornado morph. I use a weld to join the HumanoidRootPart of the player to the morph. (

local weld = Instance.new("Weld", partA)
weld.Part0 = partA -- Humanoid Root Part
weld.Part1 = partB -- Tornado Morph

)

The problem is, I can't seem to figure out how to get it to spin. I want it to spin separately from the player, and yet still be attached. I've tried HingeConstraints set to Motor but that didn't work. Can somebody please help me? Also, the morph is CanCollide true.

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Answered by
compUcomp 417 Moderation Voter
4 years ago

Don't bother with custom character controllers. Just set player.Character to the morph model. The morph will need a HumanoidRootPart, which everything else should be welded to. It should also have a Humanoid, a Head, and an UpperTorso (Torso for R6). You'll also want to change workspace.CurrentCamera.CameraSubject to the morph's Humanoid on the client side.

0
Well, the morph is a Tornado. Edited the post to clarify that. NickIsANuke 217 — 4y
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Answered by 4 years ago

Well, I have some good news! If I use a "BodyAngularVelocity" It spins! I can't explain it, but the player still walks straight even with the character spinning.

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