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New_Item
#189999674Sunday, May 29, 2016 6:13 PM GMT

^^^^^^^^^^^^^^^^^^^^^^ ^ HB
New_Item
#190000073Sunday, May 29, 2016 6:16 PM GMT

bump ^ HB
daireb
#190000162Sunday, May 29, 2016 6:17 PM GMT

model:SetPrimaryPartCFrame(model.PrimaryPart.CFrame * CFrame.Angles(0,math.rad(90),0)) Where "model" is the model you are trying to move Should work, haven't tested
New_Item
#190000669Sunday, May 29, 2016 6:22 PM GMT

@dai Is their any other social media you have outside of roblox that I could screenshare you with? I want to show you something the rotation does and want to see if you have any ideas on how to fix it. ^ HB
JarodOfOrbiter
#190000900Sunday, May 29, 2016 6:25 PM GMT

You can post it to your twitter so we can all see it. c:
daireb
#190001129Sunday, May 29, 2016 6:27 PM GMT

I'm on my phone rn, so sadly no. The rotation will rotate in local space from the primary part, so you might have to take that into account. Replace the CFrame with: CFrame.Angles(0,math.rad(90),0) * (model.PrimaryPart.CFrame - model.PrimaryPart.Position) + model.PrimaryPart.Position Might work better
New_Item
#190001296Sunday, May 29, 2016 6:29 PM GMT

Watch this to see what im struggling with. https://twitter.com/haydebugRBLX/status/736987566637875200 When I rotate the model it floats in the air. It is colliding with a part on the ground so it just jumps up a few studs for some reason, how might I prevent this from happening? ^ HB
New_Item
#190001771Sunday, May 29, 2016 6:34 PM GMT

:P ^ HB
daireb
#190001914Sunday, May 29, 2016 6:35 PM GMT

Is it moving up because of collision? Or is the PrimaryPart rotated more than just on the y axis?
New_Item
#190001964Sunday, May 29, 2016 6:36 PM GMT

I am pretty sure it is because of collision. ^ HB
daireb
#190002208Sunday, May 29, 2016 6:38 PM GMT

If you're using mouse.Hit, make sure mouse.TargetFilter is set to that model. Then make sure that the thing your placing it on isn't a mesh. Does it only float after it's rotated? And does it rotate around the h axis, because in the video it looked like it was flipping upside down
New_Item
#190003038Sunday, May 29, 2016 6:46 PM GMT

I dont think it rotates on the H axis, and it only does that when I rotate it. ^ HB
daireb
#190005605Sunday, May 29, 2016 7:38 PM GMT

oops I meant the y axis XD Is the thing going upside down or no?
New_Item
#190074501Monday, May 30, 2016 4:10 PM GMT

nope not going upside down. ^ HB
daireb
#190077059Monday, May 30, 2016 4:36 PM GMT

Idk Direct CFraming shouldn't be affected at all by collisions
EgoMoose
#190078972Monday, May 30, 2016 4:58 PM GMT

How are you positioning it without the 90 degree rotation. Eg when it works as expected?
New_Item
#190079107Monday, May 30, 2016 5:00 PM GMT

@EgoMoose Oh hey friend, thanks for the lerp tutorial again but I am positioning it normally using :SetPrimaryPartCFrame ^ HB
EgoMoose
#190113169Monday, May 30, 2016 11:41 PM GMT

Sorry, some clarification, the cframe value you're passing as that argument? What I'm trying to suggest is that you store an "origin" cframe so to speak and just rotate on that. Eg: local origin = CFrame.new(mouse.Hit.p); local currentRot = 0; userinputservice.InputBegan:connect(function(input, process) if input.KeyCode == Enum.KeyCode.E then currentRot = currentRot + math.pi/2; model:SetPrimaryPartCFrame(origin * CFrame.Angles(currentRot, 0, 0)); end; end; Ya digg?

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