Im making a system where you can pickup objects and move them around. Ive have everything working as intended but I was wondering if I should keep it acting like a BallSocketConstraint or lock its Orientation. If locking it sounds better I would like feedback on how to acheive this.
(the BallSocketConstraint physics also sometimes go out of control)
Kinda of a pole but I still need help so yeah.
Check out AlignOrientation, it might be what you need but keep in mind that the rotation will align relative to the world, not the hand. So keep that in mind.
I’ve tried AlignOrientation but it’s not really working out like how I’m imaging.
I don’t know it’s very annoying having to change the position when ever the arm moves.
Couldn’t you set limits enabled on the ballsocketconstraint? Or if you wanna lock the orientation of the object to not be affected by any angular velocity cant you just set the AssemblyAngularVelocity to always 0 inside a loop?
You can use 2 separate constraints on a single physics object, for example BallSocketConstraint
and AlignOrientation
why is it annoying? can’t you just have an attachment that has its worldcframe set to the camera’s frame on renderstep and align the object with that?
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Camera’s Frame? Do you mean like a position in front of the camera?
I meant camera’s CFrame sorry autocorrect