WeldConstraint
WeldConstraint connects two BaseParts and ensures they stay in the same relative position/orientation to each other, meaning that if one part moves, the other moves the same amount. Even if the two parts are not touching, they can be welded together.
The most common way to create a weld constraint is by selecting Weld through Studio's Create menu in the Model tab.
Note that this tool behaves differently depending on how many BaseParts are selected when the tool is activated:
- If no BaseParts are selected, the next two BaseParts clicked will be connected by a new WeldConstraint. If the same BasePart is clicked twice, no constraint will be created.
- If one BasePart is already selected, the next BasePart clicked will be connected to the selected one with a new WeldConstraint.
- If multiple BaseParts are selected, those which are touching or overlapping will be automatically welded together by new WeldConstraints.
Repositioning Behavior
Moving a welded BasePart behaves differently depending on whether the part was moved through its Position or through its CFrame.
If a welded part's Position is updated, that part will move but none of the connected parts will move with it. The weld will recalculate the offset from the other parts based on the moved part's new position.
If a welded part's CFrame is updated, that part will move and all of the connected parts will also move, ensuring they maintain the same offset as when the weld was created.
Resumen
Propiedades
Indicates if the WeldConstraint is currently active in the world.
Toggles the constraint on and off.
The first part connected by the constraint.
The second part connected by the constraint.
Propiedades
Active
True if the WeldConstraint is currently active in the world.
If the WeldConstraint or one of its parts is not in Workspace the weld will be inactive.
Rigid joints like Weld, Snap, WeldConstraint, Motor, or Motor6D may also be disabled due to conflicts with other rigid joints, such as joints between the same two parts or indirect cycles in the weld graph. Joints disabled this way may be re-enabled later when another joint or part is added or removed.
Duplicate WeldConstraints do not conflict because WeldConstraints derive their internal CFrames from the relative positions of their parts when they are enabled and all update when BasePart.Position or BasePart.Orientation is set on a part. The spanning tree may still disable them if they are redundant or form a cycle.
Enabled
The Enabled property of a WeldConstraint sets whether the constraint is active or not. When this property is set to true, if the constraint's WeldConstraint.Part0 and WeldConstraint.Part1 properties are set, then the constraint will ensure that its two connected parts will be locked together.
Part0
The Part0 and WeldConstraint.Part1 properties of a WeldConstraint set which two BasePart the weld connects. As soon as both properties are set and the weld is WeldConstraint.Enabled, the weld will lock the two parts together.
If Part0 or Part1 are ever set to new parts, then the WeldConstraint will instantly link the new part. The old part will no longer be constrained.
local partA = Instance.new("Part")local partB = Instance.new("Part")partA.Position = Vector3.new(0, 10, 0)partA.Parent = workspacepartB.Position = Vector3.new(0, 10, 10)partB.Parent = workspacelocal weld = Instance.new("WeldConstraint")weld.Parent = partAweld.Part0 = partAweld.Part1 = partB
Part1
The WeldConstraint.Part0 and Part1 properties of a WeldConstraint set which two BasePart the weld connects. As soon as both properties are set and the weld is WeldConstraint.Enabled, the weld will lock the two parts together.
If Part0 or Part1 are ever set to new parts, then the WeldConstraint will instantly link the new part. The old part will no longer be constrained.
local partA = Instance.new("Part")local partB = Instance.new("Part")partA.Position = Vector3.new(0, 10, 0)partA.Parent = game.WorkspacepartB.Position = Vector3.new(0, 10, 10)partB.Parent = game.Workspacelocal weld = Instance.new("WeldConstraint")weld.Parent = partAweld.Part0 = partAweld.Part1 = partB