When welding a part that is constrained using a rope to an anchored part, to the player’s RightHand, physics issues occur as can be seen in the following video:
Issue persists when changing PhysicsSteppingMethod.
Expected behavior: the character should stand still more consistently, move smoothly and not be flung at random.
The rope to an anchored part is forcing the current internal spanning tree implementation that chooses AssemblyRootPart to choose the hand part as the character assembly root.
It’s a known issue that the current Humanoid physics controller bugs out when the HumanoidRootPart is not the assembly root part. We don’t plan to fix that. We’re coming out with a new physics controller for characters soon that should not suffer from this same issue. We have no plans to fix this for the legacy physics controller.
As a near-term hacky workaround you could try also creating another invisible rope between the character’s HumanoidRootPart and the same part. This should allow the spanning tree to choose that that constraint as a better link to the anchored “mechanism” root.
We’re also planning to rewrite the spanning tree system in the future so it doesn’t consider simulated constraints or other non-rigid joints when choosing assembly root parts, but this will take much longer.