A weld named "HeadWeld" inserted automatically when attachments from a character is removed

I want to create static NPCs that have every part (including accessories) anchored. I have removed all Motor6Ds, welds and attachments inside the character model and when I run the game, it creates a bunch of welds named “HeadWelds” connecting to the accessories.

Original:

After removing attachments:

When running the game:

It only inserts welds into the head, even if I remove attachments / Motor6Ds from other character parts:

The reason why I am removing these attachments and welds is because they are not being used at all and I want to these instances to exist. The entire character is anchored either way, why would I still need welds to hold parts together?

I am uncertain that is it related to any plugins that I have installed, can someone repro this and let me know does this happen to you?

3 Likes

Weld instances named “HeadWeld” are automatically created to weld accessories to the character’s head joint. If you need/want to remove these you can simply iterate over the children of the head part.

local _, Child in ipairs(Head:GetChildren()) do
	if Child.Name == "HeadWeld" then
		Child:Destroy()
	end
end
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Even if the accessories are anchored? No wonder why is this a thing. It is so unnecessary. Guess I will have to add back those accessories attachments then.

1 Like

2022 Update: This is getting ridiculous. I have no idea why there are 4000+ Head Welds under a NPC.

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2 Likes

Where would you place this script?