Help making a physics lantern

I want my lantern to swing around when the player moves, interacting with physics.
Something isn’t right when i use a RodConstraint or RopeConstraint…


a picture of a spinning rat on a black background
ive looked at all posts talking about this, but none of them have working solutions for my model.

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my experiments still havent come up with an answer :frowning:

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have you tried using a ballsocketconstraint and messing the limit properties

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yes actually, i have also tried a ball socket constraint

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hmm, does your lantern have collisions on?
if so, the collisions could be messing it up

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no, cancollide is false for every part

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what are you currently using to connect the two

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im using a rod constraint to connect the handle to the rest of the lantern

what’s the length value you have set for it, small values can lead to weird results depending on the distance of the two attachments

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test that without limits enabled,
your values could be wrong and causing the model to rotate towards the wrong directions

certainly works, but my character is slightly pulled around in random directions

make sure that the model has massless enabled on all of its parts

anytime you have something attached to your character (ex; armor or a tool) you should always make sure it doesn’t have weight to it because it can cause you character you move in weird ways

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now the lantern barely jiggles around. my character is also pulled to the right when they equip the tool

try increasing the distance of both the length property and the attachment positions

what’s your tool setup look like

tried that, it just looked weird and didnt change anything
image_2024-10-13_164205576

i think the character pulling is because the position of the lantern model

i would try pivoting the model to the handle so the positions are closer together

what exactly do you mean by pivoting? ive never done this before, and im not very good with physics

Pivoting is using the function Model:PivotTo(CFrame.new()). its used to reposition / set the cframe of an entire model based off the models primaryPart

PVInstance | Documentation - Roblox Creator Hub

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i still dont exactly get what you mean by pivoting the model to the handle, sorry