Rotating A Part Around A Pivot Scripting Support Developer Forum
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Rotating A Part Using Pivot Points Scripting Support Developer See if this helps: rotate around a pivot using cframe scripting support. what i do is “rotate” the pivot and then offset the part relative to the new pivot’s cframe. so for example: local pivot = vector3.new (0, 0, 0) local part = workspace.part local newpivot = cframe.new (pivot) create decoy pivot that will "rotate" local offset. The door rotates from the middle (normal pivot position of a part). however i want it to rotate from the side of the part like a door would. this is my code, i havent included any attempts to change the pivot point. i’ve tried changing pivot origin with scripts, doesnt do anything. local part = game.workspace.door.door1.
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How To Rotate Around An Object S Pivot With Scripts Scripting Suppo Yo w0 (yowo) april 10, 2024, 6:01pm #2. the way i would execute this involves: adding a separate transparent part where the pivot point would be. grouping the two parts as a model. setting the primary part to the transparent part. using model:setprimarypartcframe to rotate the model. not sure if there’s a much easier method i’m missing. In the model in the door part and a cylinder it should pivot on, which is the private part. if i rotate the model in studio it works wonderfully and swings open like a door. but in scripting i can't get it to work. i have tried literally everything for hours: cframe, pivot to, both with and without a primary part. Hey, i've been trying to figure out a code that does the exact same thing that would happen if you'd rotate an object with pivot and local mode on the editor on, but haven't been able to, would really love to get an answer, just a note that the pivot point for the object is not in the center. thanks :). 1. create new empty gameobject. move it to the position you want your gameobject to rotate around. once satisfied by that location, make this new gameobject a child of the gameobject you will be rotating around. use the position of this new gameobject as the pivot rotation point for the transform.rotatearound function.
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Trying To Make A Part Rotate On A Pivot Scripting Support Developer Hey, i've been trying to figure out a code that does the exact same thing that would happen if you'd rotate an object with pivot and local mode on the editor on, but haven't been able to, would really love to get an answer, just a note that the pivot point for the object is not in the center. thanks :). 1. create new empty gameobject. move it to the position you want your gameobject to rotate around. once satisfied by that location, make this new gameobject a child of the gameobject you will be rotating around. use the position of this new gameobject as the pivot rotation point for the transform.rotatearound function. Here is my corrected script, including getting the rotation of my reference object (the rotation i want to apply to both a and b): import bpy. import math. from mathutils import euler. # replace "a" with the actual name of your objects. a = bpy.data.objects["a"] new obj = bpy.data.objects["b"] # calculate the rotation difference matrix between. Yes, you can use :pivotto() to move a model's pivot point. :pivotto() is a method of the basepart class that allows you to move and rotate a part. it takes three arguments, a vector3 for the new position, a cframe for the new rotation, and a number for the speed of the transformation. to use :pivotto() on a model, you need to first iterate.
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