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.
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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!
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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.

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