Steps to weld:
game:GetService ("Workspace").WhateverPartIsTouched.Touched (function (hit) humanoid = hit and hit.Parent and hit.Parent.Name if humanoid then wallpart.Transparency =1 wallpart.CanCollide = false wait (2) wallpart.Transparency =0 wallpart.CanCollide = true end end I also provides the code here on case if you couldn't find a solution.
with just c2 and see what happens. Steps to weld: Set your Part0 to the character part you’re welding to. Set your Part1 to the part you’re welding onto the character. Set your C1 (or C0, C1 is better here) to the offset you want. Try CFrame.new (0, -2, 0) for a start. Parent your weld somewhere in the workspace.
How do you get realistic shadows and good lighting?
Use qPerfectionWeld from the toolbox which automatically welds everything together for you. Put the script into your model which has all the parts in it and done.
You select the Character Rig's HumanoidRootPart first, and then the PrimaryPart second, then Weld in place with Moon Animator. Here's how it would work. The next time you clone it, take the Weld object, and replace it's C0 with the character's HumanoidRootPart, and then you're done.
A Weld Object is a Roblox object that can bind two parts together, regardless if the parts are or aren't touching. To use a weld object "PartA" and "PartB" must be defined.
0:542:09Roblox Studio In 2 Minutes: How to Weld (Subtítulos Españoles)YouTubeStart of suggested clipEnd of suggested clipWe'll go to the model tab. Click create select weld you'll see your cursor change to a weldingMoreWe'll go to the model tab. Click create select weld you'll see your cursor change to a welding instrument with a plus sign. Now you'll see it automatically.
Steps to weld:Set your Part0 to the character part you're welding to.Set your Part1 to the part you're welding onto the character.Set your C1 (or C0 , C1 is better here) to the offset you want. Try CFrame.new(0, -2, 0) for a start.Parent your weld somewhere in the workspace. I suggest it's Part0 .
3:468:17All about Welds in Roblox Studio - YouTubeYouTubeStart of suggested clipEnd of suggested clipAnd the little drop down plus menu go to well constraint. Part 0 will be this part and then part 1MoreAnd the little drop down plus menu go to well constraint. Part 0 will be this part and then part 1 will be this part. And these parts are welded.
Open Studio.Toggle “Join Surfaces” to on.Drag tree model.See white outlines that indicate joining.Drag building model.No white outlines.
Every Assembly has a root part, see BasePart/GetRootPart. When a Weld’s JointInstance/C0|C0 / JointInstance/C1|C1 is modified the root part will stay where it was.
Welds do not have any directionality. JointInstance/Part0|Part0 or JointInstance/Part1|Part1, doesn’t matter. You can imagine rigid joints forming a tree branching down from the root part. All the parts down the tree from root will move, and their welded “children” in this tree will move with them.
Fires when the Instance/Parent property of the object or one of its ancestors is changed.
When instanced via a script, /JointInstance/Part0 of the weld moves to match /JointInstance/Part1. The determination of JointInstance/Part0’s /BasePart/CFrame can be described by the following equation: