Basically I was messing around with a movement ragdoll system and essentially it swaps out the Motor6D’s with BallSocketConstraints. While moving the character’s arms go through the character. How would I prevent this from happening? So far I have tried PhysicsService with Collision Groups and by using a No Collision Constraint but both failed to work.
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Check the collision property for the parts on the player’s character?
Since the character has a humanoid, I am unable to turn on the character’s left and right arm’s CanCollide property.