I am making a chess TD and the bishop is a bladespinner, im using models i made in blender for the game and i have 2 models here, Swords and Bishop. I want the swords to rotate around the bishop, but my current setup isnt working. Right now i have everything connected via motors, and when i rotate the centre part called "PivotPoint", nothing rotates but the PivotPoint.
#How do I make model rotate around model using tween?
1 messages · Page 1 of 1 (latest)
The model should either be animated(I recommend this) or it shouldn't be connected and rotated with tween service for smooth rotation
I tried animating it, but i would still need to rotate it around a center object, but it literally wont rotate around the center
i gave up on animating it and moved to tweening, still having the same problem
Then you did it the wrong way
thats why im here
Maybe inverted r6 motor ds
which way should the motor be?
its changed now because i was testing welds to see if it made a difference based on a post i found
but no still the issue
the original setup was that i had a motor6D on all parts excluding the centre part, and all motor6D had part0 as the center part and part1 as itself
But just send me ur setup
Ah I see
i made these in blender so they are all mesh
You should join those models
as in?
Into 1
yea i had that idea
but the whole point in having them seperated is so i can colour them and texture them inside roblox
which i prefer
so that rules turning them into one out
I mean group mb
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they are all in a model
Could you also send in ur rig setup?
Oh I see
i did rigging before welds
You didn't make a rig?
Rig ≠ welds
well rigs are made with motors
Do you have any rigging plugins?
i removed motors to add welds
yes
Is anything anchored?
only the center
So the Humanoid Root Part?
Yes
i cant do that, the bishop is its own rig, and everything in that rig faces enemies when attacking
And only rotate the blades
the swords would have to be its own part
because the bishop is already a rig, doing its own thing
Just add the blades to the rig
if i added the sword parts to the bishop with rigging, the swords would simply do the animation that the bishop is already doing
i dont want the swords to face the enemy, i want the swords to rotate
Shouldn't use animations to face anything
well its not an animation, but my point still stands, the swords will face the enemy if they are rigged to the bishop
I can't help then sry
alg, ill do some more digging
you can weld the main rotating part to every other part that has to be rotated
and unanchor everything but the main rotating part
i tried that, it also locks all parts rotations, which means they do rotate around the center, but the individual parts dont rotate