I’m redoing a game’s morph system ground up, and while I manage to rework the system successfully, I ran into a major issue that has stumped for several days now.
Prior, the limbs of a morph were skinned meshes that connected at joints naturally, and this was connected to the character via a weld. When I redid the system, the limbs would not connect no matter how I tried.
In my research of skinned meshparts, I have discovered several important facts, but something still eludes me. For one, apparently you don’t need to use bones, nor even a motor6d. Something as simple as a weld function to connect two skinned meshparts, although I intend to use a motor6d as to animate it with an r15 rig. There is a property for meshparts that is hidden, called HasSkinnedMesh, but I have no clue what this does since there is zero documentation besides being a boolean, and firing true for my skinned meshpart limbs.
Furthermore, I have an existing morph of a limb as an example, but I can’t use it since it’s part of the old morph system which used premade morphs and prevents me from scripting alterations and such for our customization/morph system. I do not know why the older morph version, as a model functions, yet I cannot replicate the newer simplified skinned mesh limb to the farthest left.
Does anyone have any clue the criteria necessary to actually connect skinned meshparts???