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| 23 Apr 2015 07:52 PM |
| Is there a way to put a script in an object to make it spin, without using a CFrame or motor? If you know a script I can simply just put into a block to make it spin, please comment :D |
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| 23 Apr 2015 08:10 PM |
Out of curiosity, why wouldn't you want to use CFrame? As far as I know, it's by far the easiest way to go about doing something like this.
OT stick this in a script inside of an anchored brick and it'll spin.
rotX = 0 rotY = 0 rotZ = 0 while wait() do script.Parent.Rotation = Vector3.new(script.Parent.Rotation.X + rotX, script.Parent.Rotation.Y + rotY, script.Parent.Rotation.Z + rotZ) end
with rotX being X rotation, and the others respectively. Wonks out when using Y axis cause it's not CFrame. |
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| 24 Apr 2015 06:44 PM |
Thanks. It works, but it is EXTREMELY wobbley. Do you know how to fix this?
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 24 Apr 2015 06:45 PM |
Yeah, it's called using CFrame you nub.
I script -~ chimmihc |
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| 24 Apr 2015 06:49 PM |
| On 10 quality it looks nice. Problem is loads of people can't have 10 graphics quality in a full game without lagging |
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FlyScript
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| Joined: 05 Aug 2010 |
| Total Posts: 2884 |
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| 24 Apr 2015 11:05 PM |
Why don't you want to use CFrame? It works fine whether your part is unanchored, anchored, and even if it's welded (I think. If not, change the C0/C1 of the weld with the same method and it'll work).
--Change these to whatever (angles per second in degrees) local part = game.Workspace.Part local rotX = 0 local rotY = 5 local rotZ = 0
--Actual code while wait(0.1) do part.CFrame = part.CFrame * CFrame.Angles(math.rad(rotX/10),math.rad(rotY/10),math.rad(rotZ/10)) end |
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| 26 Apr 2015 10:10 AM |
| Sorry, I just want to learn different ways I guess :3 |
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| 26 Apr 2015 10:58 AM |
| last time I screwed around with studio you could do this easily with BodyAngularVelocity |
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