Class
WeldConstraint
Connects two BaseParts together such that their relative
position and orientation remain the same.
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 toolbar's Model tab.
Note that this tool behaves differently depending on how many
BaseParts are selected when the tool is activated:
- If no
BasePartsare selected, the next twoBasePartsclicked will be connected by a newWeldConstraint. If the sameBasePartis clicked twice, no constraint will be created. - If one
BasePartis already selected, the nextBasePartclicked will be connected to the selected one with a newWeldConstraint. - If multiple
BasePartsare selected, those which are touching or overlapping will be automatically welded together by newWeldConstraints.
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
Positionis 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
CFrameis 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.
Properties 4#
Activeboolean | Indicates if the WeldConstraint is currently active in the world.ReadSafeReadOnlyNotReplicated |
Enabledboolean | Toggles the constraint on and off.ReadSafeNotReplicated |
Part0BasePart | The first part connected by the constraint.ReadSafeNotReplicated |
Part1BasePart | The second part connected by the constraint.ReadSafeNotReplicated |
Active: boolean#
ReadOnlyNotReplicatedReadSafe
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: boolean#
NotReplicatedReadSafe
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: BasePart#
NotReplicatedReadSafe
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.
Part1: BasePart#
NotReplicatedReadSafe
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.
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild