How to use Rigid Constraints to add Accessories to Skinned Meshes

This had me scratching my head!

Rigid Constraints Snap the attachment to the bone so the attachment works with the animation.

Do not use the default bone!
You can make a new bone and attach it to the attachment so it works properly.
image

The behavior was very misleading! It would look like it worked until I ran it in runtime. Then snap back to its original position.

Just when I had given up I found the solution. I hope this can save someone a headache because theirs nothing on specifically this.
Copy and paste a new bone and position it like you would the attachment inside the bone you are using. Within the part you want it to move.

,And Viola!
image

So in conclusion.

  1. Custom Bone=Attachment0 HatAttachment=Attachment1
  2. Use the bone like you would to place the Attachment.
  3. Rigid Constraints could mislead you if you try to change the Attachments position.

Their is other stuff about this similar thing but it’s not well documented for this specific issue.

If you’re here i assume you already know how rigid restraints work in general but some other things to note are you may want to use only one rigid constraint per meshpart for best performance, you may notice bugs with some attachments. It’s important you position your attachment inside the part you wish to connect it to.

7 Likes

thanks it worked.
So in short: Create a Rigid Constraint, get attachment0 to be a bone that you created inside ROBLOX and not an imported bone.
The attachment1 should be an attachment.

2 Likes

Actually it doesnt work, i tested it again and its broken

1 Like

You create a part, put the attachment and rigid constraint inside the part, then you make the rigid constraint part0 the bone, and part1 the attachment inside the part, I think you’re supposed to use a new part for each attachment. I would recommend the default attachment names so you can use normal accessories on your rig.

1 Like

I did exactly that, i have a skinned mesh, imported from blender.

I have a gun that has “Handle” part inside of that part there is an attachment and rigidConstraint attachment0 is the custom bone, attachment1 is the attachment inside the part,

Still not working it only works on slow/idle animations but if i hit run animation it doesnt work

1 Like

make sure the Handle part is massless and not collide. Otherwise I don’t know what could be causing your issue.

1 Like

doesnt work, i mean when the character is running its not working i will post a bug report in 2 days when roblox emplyees are at work

1 Like

yea i sent bug report to roblox, andtheres the file, maybe its not a bug and you can look into it?
brokenAnimations.rbxl (791.3 KB)

1 Like

I don’t see the run animation in this file. But some issues could be the Fluid Dynamics or maybe the Collision. So I just modified the file with those changes. Otherwise it’s correct.
brokenAnimationsFixed.rbxl (791.3 KB)

1 Like

The animations need to be uploaded by you because roblox wont let share animations.

Your file still has the issue

1 Like