devTools
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| Joined: 06 Sep 2014 |
| Total Posts: 7950 |
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| 15 Oct 2014 11:34 PM |
| How would you do this? Like in a hair claw how the claw rotates around the center. |
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 16 Oct 2014 12:10 AM |
You can set the PrimaryPart of the Model and use the SetPrimaryPartCFrame method. So:
for angle = 1, 360 do model:SetPrimaryPartCFrame(CFrame.new(part.Position) * CFrame.Angles(0, math.rad(angle), 0) * CFrame.new(0, 0, 15)); wait() end
something like that |
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Egzekiel
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| Joined: 10 Jan 2011 |
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| 16 Oct 2014 01:47 AM |
| Or if you re crazy, you can just rotate the first part and weld the other part to it |
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devTools
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| Joined: 06 Sep 2014 |
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| 16 Oct 2014 03:42 AM |
I don't know how to script welds yet so... how do I weld anchored parts together so that when I would rotate it, it will turn?
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devTools
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| Joined: 06 Sep 2014 |
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| 16 Oct 2014 03:55 AM |
Anyone? I haven't used welds yet so...
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Intern33t
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| Joined: 19 Nov 2010 |
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| 16 Oct 2014 06:13 AM |
| well the builders way is to use roblox weld surfaces.. if the parts arent directly connected then use some invisible cantcollide parts.. not sure though how to make anchored parts turn ?? |
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devTools
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| Joined: 06 Sep 2014 |
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| 16 Oct 2014 06:29 AM |
See, I need it to be able to turn anchored parts because the parts are all cframed, so if it didn't work with anchored then the unanchored cframed parts would fall apart.
Could I possibly make welds between the parts in the model and then unanchor it and the welds (with the script) would hold it together while they're unanchored and moving?
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| 16 Oct 2014 07:06 AM |
| Anchored only makes it so parts will not move on their own. You can still change their rotation and position while they are anchored through script or Studio tools. |
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Egzekiel
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| Joined: 10 Jan 2011 |
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| 17 Oct 2014 01:52 AM |
So if i dont say something wrong, here is how you can weld: p=Instance.new("Weld") p.Parent=the part you want to be rotated p.Part0=part you want to be rotated p.Part1=part that rotate around part0 p.C1=CFraming part1 around part0
There, just have to replace ;) |
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