Attaching a humanoid to moving objects(via bodyMovers) causes them to glitch

Hi all!

The title pretty much explains it. I have a “skateboard” template that the player is attached to(THIS IS IMPORTANT. The weld is “skateboard > player” instead of the opposite).

Now this template works completley fine when no humanoid/character is attached to it. Here’s a clip:

HOWEVER

The moment i attach the player, this happens:

As you can see , the thing immediatly tips over. Is there any way to make it act exactly like the first example as if the player didn’t even exist.
This is the code i used

game.Players.PlayerAdded:Connect(function(plr)
	plr.CharacterAdded:Connect(function(char)
		local skateboard = workspace.SkaterboardTemplate
		local humanoid = char:WaitForChild("Humanoid")
		
		local m6d = Instance.new("Motor6D", skateboard.Main)
		m6d.Part0 = m6d.Parent
		m6d.Part1 = char.HumanoidRootPart
		m6d.C0 *= CFrame.new(0,2.75,0)
		
		humanoid.PlatformStand = true
		for i,v in ipairs(humanoid:GetDescendants()) do
			if v:IsA("BasePart") or v:IsA("MeshPart") then
				v.Massless = true
				
			end
		end
		
		
	end)
end)

Oh and btw the body mover used is VectorForce.
Thanks a lot for reading, any help is appreciated!!!

You seem to be setting Massless property on children of the humanoid, but a player’s humanoid has no parts…
Maybe try the loop, but replace humanoid:GetDescendants() with char:GetDescendants()?

Bruh… I really cant believe i didnt see this. damn

thanks a lot for pointing it out

limit limit yaysyas

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