I’ve been experimenting with Studio’s built-in constraints and thought it’d be fun to create some “Physics-based” accessories. So far this has gone really pretty well and I’m really happy with how it looks, I think it adds a lot of life to the outfit (although I haven’t got the angle limits just right yet): https://gyazo.com/97e7321af2b87af07ccdb67d7d4cc3ec
However, a problem arises in regards to gameplay because whenever the player teleports, instead of snapping, the constraint seems to glide towards the player slowly, causing a bundle of problems: https://gyazo.com/36d1dd52c179f5a5a4c4226593eab895
Is there a built-in way to make the attachments “stick together”? I had thought they would anyway, since moving the character should move everything inside of it relative to it right? I’m relatively new to using constraints.
If there’s not a built-in way, what would be a good way of forcing the attachments to stay together while still maintaining the physics while still being performance-effective?
(Edit: I’m using Hinge/Ball in Socket Constraints)
If I recall correctly, SetPrimaryPartCFrame is now deprecated. I’m using the updated method, :PivotTo() which does the same thing, it just doesn’t seem to register.
Ok. I messed around and came up with this script that worked for me when testing with teleporting constraints. Hope it helps!
local ChainCFrame = HumanoidRootPart.CFrame:ToObjectSpace(Chain.CFrame)
HumanoidRootPart.CFrame = CFrame.new(10, 10, 10)--Code that teleports player
Chain.CFrame = HumanoidRootPart.CFrame:ToWorldSpace(ChainCFrame)
This works nicely alongside the teleport code, but I was really hoping there would be a way to always have the constraint in the place it should be, and it feels like a bit of a strange feature to have it aimlessly move until it reaches it’s destination
Nonetheless, if I can’t find another way this will have to be it I guess! Thank you for the answer
I think an easy hack is to disable the hinge constraints temporarily and create a RigidConstraint similar to a weld using the same attachment configuration.
Otherwise you could try to emulate the RigidConstraint method above using CFrames and solve the C0 and C1 and convert it into world space.