PcoWSkbVqDnWTu_dm2ix
Collapse Sidebar

IKMoveTo

This function moves the specified part to the specified location via inverse kinematics rather than moving it there directly, to ensure any joints, Constraint|constraints, or collisions that part is participating in remain physically satisfied. Currently this function is only available in Studio to Plugin|plugins, as it currently conflicts with the physics of a running game.

Translate stiffness is a number between 0 and 1 specifying how agressively to match the part’s position to the position part of the target CFrame.
Rotate stiffness is a number between 0 and 1 specifying how agresively to match the part’s rotation to to the rotation part of the target CFrame.
For example:

  • If translate stiffness and rotate stiffness are both equal to 1, then the part will be moved exactly to the target CFrame regardless of what physical constraints there are on it.
  • If translate stiffness and rotate stiffness are both equal to 0.5, then the part will try to move to exactly the target CFrame, but may be pushed out of the way by physical constraints on it.
  • If translate stiffness and rotate stiffness are both equal to 0, then the target CFrame will be ignored and physical constraints will be solved for the object at the position where it was.

Parameters

Name Type Default Description

The part being moved

The location to move the specified part

0.5

A number between 0 and 1 specifying how aggressively to match the part’s position to the position part of the target DataType/CFrame

0.5

A number between 0 and 1 specifying how aggresively to match the part’s rotation to to the rotation part of the target DataType/CFrame

OtherMechanismsAnchored

Allows you to specify what objects should be effected by the physical resolution

Returns

Return Type Summary

No return