How do I connect these skinned meshparts?

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???

is it due to a deformation? I believe you can only get those with weight painting, so the engine knows which part to stretch and by how much… maybe look into that Idk,

I didn’t make the assets, but I can tell it’s already been weight painted and set up because I have the middle example of it properly working on the older morphs.

Furthermore, I have a simplified version to the furthest left of the skinned meshpart deformation using only two meshparts that have the HasSkinnedMesh hidden property true, and are connected using only a Motor6D

Ok, ironically only ~45 mins after I publish a dev forum post I find the solution I’ve been searching for several days but apparently it is very specific.

I got the two skinned meshparts to connect by naming them the exact same as the meshes from the old morph model. I imagine this has something to do with the deformation data, so in summary, to get the two skinned meshparts to connect I had to name it the exact same as it was prior (which was the original name of the meshparts).