Ball socket constraint glitching with character

I’m using BallSocketConstraints to make a chain, but whenever I move with the chain my character starts getting pushed.

Every part in the chain has CanCollide set to false, Anchored set to false, and Massless set to true.

edit: Disabling BallSocketConstraint.LimitsEnabled reduces the problem but the chain now goes crazy.

If it’s a model inside the player, it may wobble you around. Try using a folder in workspace and see if that works.

I tried doing that but had no luck. It’s a MeshPart with other parts inside of it.

Are there welds? Try welding it to the root part and see if that changes anything.

Setting the weld to the HRP does fix the problem, but it doesn’t follow the torso and isn’t the effect I want.

Try welding it to the torso then, and see if that does something.

It was already set to the torso before I changed it

I think welding it to things like the arm or torso is buggy, because ball sockets move back and forth, like ropes or joints. It’s a weird issue here. What if you tried using ropes instead of ball socket constraints. Would it have a different outcome?

Would a RopeConstraint give the effect I want? I never really worked with them.

The chain isn’t weightless, you too would be wobbling around irl if you had a fat chain half the size of your body dangling on your torso. Make the chain weightless in the properties window, that will probably fix it.

Tried that already like I mentioned.

image

Yeah my bad, noticed the description the moment I posted.

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Ropes are similar in a way.
They move and sway when interacted with, and they shouldn’t be too much different. It’s worth a shot and it may work.

It’s hard to tell but it does still push a bit. Also, I can’t get the length to go under .1 without it spinning like crazy.

Try changing the restitution in the rope to different amounts to change its elasticness (if that’s even a word)

Still can’t get it to work, guess I’ll go with the fix that kinda works(in the edit)

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In your first post and your reply to @xMicro_Canary you say that you have the chain Meshes Massless set to True, but in your screenshot of the Mesh Properties Massless isn’t checked off so it’s False.

Good eye but I must of checked it off before taking the screenshot not sure why. Doesn’t work with Massless set to true.

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Did you mess around with CustomPhysicalProperties?

Massless doesn’t seem to do anything at all when I’ve tried to use it.

You should always have anything that’s welded or connected as a tool to a Humanoid set as Massless, otherwise the Parts/Meshes mass will interfere with the way the Humanoid moves.

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