The most common way to create a weld constraint is through the Studio Create menu in the Model tab (select Weld). This tool will act differently based on how many parts are selected when the tool is activated: If no parts are selected when the Weld tool is clicked, the next two parts that are clicked on will be welded together. If the same part is clicked twice, no weld will be created.
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?
Just select all the parts in the model and click 'Create weld profile". It should work, if all parts are unanchored.
Right-click anywhere and select Group ( Ctrl + G or ⌘ + G ) to combine everything into one model.
You can't weld a BasePart to an Attachment using a Weld. However, you can use another Attachment, AlignPosition and AlignOrientation to do the same thing.
A Weld Object is a Roblox object that can bind two parts together, regardless if the parts are or aren't touching.
1:1013:00How to Union in Roblox for Beginners Tutorial! - YouTubeYouTubeStart of suggested clipEnd of suggested clipNow unions is when you combine two or more things to become one solid part or one solid model. AndMoreNow unions is when you combine two or more things to become one solid part or one solid model. And then negating is when you take that model and you make it a negative space.
You could weld them together. you have to rebake the textures when you combine the 2 meshes in blender because roblox doesnt support meshes with more than one texture. Via ROBLOX, it is impossible to do such a task. In order to combine the meshes, you would HAVE to do it through Blender or some other mesh software.
0:552:14[ROBLOX Tutorial] - Welding Script - YouTubeYouTubeStart of suggested clipEnd of suggested clipWe create a for loop. Basically this loop speaks a child and if that child is a base part scriptMoreWe create a for loop. Basically this loop speaks a child and if that child is a base part script will create a new weld between the child and primary part these are the properties for the world.
Description: C0 is the position aspect of the orientation between two parts in a weld. JointInstance. Part0 and JointInstance. Part0 move accordingly to this value, which denotes their respective positions.
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:
Determines if an Instance can be cloned using /Instance/Clone or saved to file.
Create a copy of an object and all its descendants, ignoring objects that are not Instance/Archivable|Archivable
Sets the Instance/Parent property to nil, locks the Instance/Parent property, disconnects all connections and calls Destroy on all children.
Returns the first ancestor of the Instance whose Instance/Name is equal to the given name.
Returns the first ancestor of the Instance whose Instance/ClassName is equal to the given className.
Returns the first ancestor of the Instance for whom Instance/IsA returns true for the given className.
Returns the first child of the Instance whose Instance/ClassName|ClassName is equal to the given className.