What are you attempting to achieve?
I am working on an active ragdoll system, and in short I duplicate the players’ arms, then I attach them to the body with ball socket constraints, and then I connect the active ragdoll arms to the real arms (animated by motor6d’s) by align position and align rotation constraints. I tried with spring constraint, but the arms where too jittery.
- What is the issue?
The idle animations replicate perfectly -
(the red transparent are the real hands),
but when I play a different animation the right hand goes to the wrong position, despite the real hand being animated correctly -
(gun made invisible for debug).
If the right hand was in the right position, then it would have had the red outline of the animated arm near to it. I also have noticed that if I used :Clone() to duplicated the align rotation constraint from the left hand to the right hand, then it wouldn’t work.