# This file is automatically generated. Please don't edit it manually. # To submit a bug report on the content, see # https://devforum.roblox.com/c/bug-reports/documentation-issues/72 name: Weld type: class memory_category: BaseParts summary: '' description: | An object used to hold two objects together in a relative position, regardless of whether they're touching. This object is placed inside of a `Class.BasePart` and the `Class.JointInstance.Part1|Part1` property determines which other part should be welded to the original part. Two `Datatype.CFrame|CFrames`, `Class.JointInstance.C0|C0` and `Class.JointInstance.C1|C1`, then determine how the parts should be placed. See also `Class.RigidConstraint` for a newer alternative using the constraints system that does not require `Class.JointInstance.C0|C0` or `Class.JointInstance.C1|C1`, but instead uses `Class.Attachment|Attachments` to control offsets through `Class.Constraint.Attachment0` and `Class.Constraint.Attachment1`. While the weld is `Class.JointInstance.Active|Active`, it maintains the part positions such that: `part1.CFrame * C1 == Part0.CFrame * C0` #### Root Part Every assembly has a root part (see `Class.BasePart:GetRootPart()`). When a weld's `Class.JointInstance.C0|C0`/`Class.JointInstance.C1|C1` is modified, the root part will stay where it was. #### Directionality Welds do not have any directionality. Imagine rigid joints forming a tree, branching up from the root part such that all the parts up the tree from the root will move and their welded "children" will move with them. code_samples: [] inherits: - JointInstance descendants: [] tags: [] deprecation_message: '' properties: [] methods: [] events: [] callbacks: []