I have this rig made of meshes, limbs connected by bones, and, while playing, I noticed if I put particle emitters on these body parts, they will be emitted out of the character’s default position rather than the position it is at the moment. How can I prevent this behavior?
Given the enemy’s size and some of the mesh’s proportions, I think the attachment looks a little weird. Can I make it emit from the mesh’s surface, somehow?
That does not help what I want to do. I want it to emit from the mesh surface as to make it seem like a balanced emission, not from a specific point of the part. Changing the Z-Index only makes it appear on top of the part.
Essencially, what is happening, is that my rig’s bone animations seem not to change the part position itself, and thus the particles are emitted from the default pose the rig would have without animations.
Oh, I see what you mean. The first thing I would check is if this is a possible server-client bug? Like on the server it is standing but the client the animation is playing? Highly unlikely but just making sure.
The next thing would be to clone 6 parts, left arm, right arm, left leg, right leg, head, torso, name them “FakeLeftArm” and “FakeRightArm”, etc, and set their CFrame to be the same as their real counterparts. Then put the particles in the fake ones. If that doesn’t work then sadly I don’t know.
This unfortunetly happens in the server too. Relating to your other answer, I actually had a similar issue when I was creating contact hitboxes for the enemies, and saw myself forced to do what you described.
I am gonna try this and return with an answer. Be right back.