Hello! My custom character uses BallInSocketConstraints for every limb and is a very wobbly guy.
I have put them into a CollisionGroup so the limbs do not collide with eachother, but I would still like for each player to collide with eachother.
What should I do?
Oh, lol. I didnt know you had that many limbs, and making each limb have a no collision constraint to the next limb is probably hard and time consuming, so maybe you can do my second option (which as i said idk how)
here’s a command line script to speed up that process if you’d like, just select the character in the explorer and run it
local function getAllParts(x : Instance) : {BasePart}
local parts = {}
for _, v in x:GetDescendants() do
if v:IsA("BasePart") then
table.insert(parts, v)
end
end
return parts
end
local function disableLimbCollision(character : Model) : ()
local bodyParts = getAllParts(character)
local constraintsFolder = Instance.new("Folder")
constraintsFolder.Name = "NoCollisionConstraints"
constraintsFolder.Parent = character
for _, bodyPart in bodyParts do
for _, otherBodyPart in bodyParts do
if otherBodyPart == bodyPart then
continue
end
local constraint = Instance.new("NoCollisionConstraint")
constraint.Part0 = bodyPart
constraint.Part1 = otherBodyPart
constraint.Parent = constraintsFolder
end
end
end
disableLimbCollision(game.Selection:Get()[1])