How can I make a physics based skinned mesh wire?

I am currently animating a plane’s landing gear and to make the front gear be able to turn, I need to operate on a skinned mesh part wire,
Now here’s the issue, I have no idea on how I could weld one bone to a part, and one other to another part, and then let the rest be able to freely move.


I tried having ball joints be connected to everything but the mesh just won’t budge and stays in the same position, don’t know anything else that could work.

How can I achieve this physics based wired mesh?

Sorry for replying late to this post but I made snow deformation and faced the exact same problem you faced by welding a bone to a part. I actually messed around with constraints and found that RigidConstraints worked best.

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Hey there! Could you please show an example on how you managed to get it working?

It’s just like a WeldConstraint. There is a part 0 and there is a part 1.