Adding new parts to a rig no longer working correctly (again)

This issue happened back in August and was resolved after about a week but it has appeared again with all the same issues so I’ll just copy paste my old bug report

I’m experiencing an issue where parts that are cloned into a character model and rigged onto it with motors are not working the way they were. Rather than being rigged onto the character and playing the animation like normal, the character is teleporting to the new part and starts flinging all over the place. SetNetworkOwner and RootPriority don’t seem to change anything.

Expected behavior

How it used to look:

What is now happening:

Are you using any LinearVelocity, AlignPosition, AlignOrientation or AngularVelocity constraints? This kind of issue may relate to this rollout:

You can check by disabling the workspace property MoverConstraintRootBehavior.

No, this works entirely by inserting new models into the player character and attaching their primary parts with new Motor6ds. The inserted models have no anchored parts.

Can you turn on the Massless property on the added parts? I know that sometimes fixes things for welded items like tools but I’m not sure if it’ll do the same for Motor6Ds.

This does seem to fix it, but this should probably still be looked into as the teleporting was fixed without me making any changes previously (and before my last bug report for it was responded to)