Problem: I have a set of points that describes a collision volume in my game. These points are not a fixed distance away or at fixed positions.
Right now this is impossible to do. The best you can do is create a part and then size, position, and rotate it every frame. You lose the velocity component of physics and your collision will not be in sync with other physics steps.
By the sounds of your post you have set up some sort of collision system, where you’re using parts to define the collisions points of a structure, such as a complex mesh.
Rather than using parts to define the position of your collision edges you could use attachments in a part.
If that’s not what you’re looking for then I must have read your post wrong.