I’m making a spellbook that has a ball socket constraint attached to the character. However even after setting cancollide and massless on the spellbooks parts it’s still pushing the player. I know there have been a few threads about this but none of them had answers.
Are you certain that the symptoms are mainly caused by the item? Try doing it without the item hanging, there will be two scenarios:
- The symptoms persist – main cause is most likely the animations and how they are handled
- The symptoms disappear – must be the book offsetting the character’s “central mass”?
Do you mean try it without a ball socket constraint?
There is nothing wrong with the animations. This is only happening because of the spellbook. Also it’s hard to tell from the video but the spellbook pushes the character which is causing the issue. I just need the spellbook to stop interacting with the character which would fix the pushing and animations.
There is one more thing you can try and it is maybe Instance:SetNetworkOwnership()
. Though I am not entirely sure if this is even remotely a good idea. Maybe BallSocketConstraints
aren’t working too well at this moment?
Otherwise, you’re out of luck and maybe there are alternative workarounds for it?
By default I think when using constraints the network owner is automatically set to the player. And as for other work around I’m not sure if they would be worth the hassle. For instance I could have an invisible part follow that position and put the constraint on that part however that seems like to much work for something that should not be an issue in the first place. And yes there are other constraints however I’m not sure if any of them would give me the desired physics that I’m looking for.
I’m having this issue right now as well and can’t seem to find a solution.
Yeah I just switched to using welds as it made everything easier but it
dose not look as good. All the other constraints do the same thing