I have build a little backpack with multiple parts and I struggle to weld it onto the starter character. Using a weldconstraint, a1 = torso, a2 = primary part of the model results in chaos since every other part in the model is unanchored/ not welded. Are there any elegant methods?
Off-topic question:
I have also created an animation where the player grabs this backpack, puts it on the ground and opens it when a specific key is grabbed. If the backpack is welded to the player, how would i make it temporarily invisible during the animation? Or how would I be able to animate the backpack on the player since colors, materials of it will be customizable in game? My goal would be to animate the selected, welded backpack on the player itself.
You need to weld all the parts inside the backpack model to the backpack’s primary part. Then, you can weld the backpack’s primary part to the character’s torso.
Weld unanimatable parts with WeldConstraint and for animatable part use Motor6D
Highly suggest to turn it into a mesh,bake texture in blender and reimport aswell set ColisionFidelity to box
It should same a lot of perfomance and be easier to manage without having to have million welds.
I followed Owl’s advice and managed to make the backpack 3 unions only. That way the backpack is still customizable in colors and texture, for example if i add that as an option in a shop. Now when I press I (Inspect backpack) I would want to play an animation where the player grabs its backpack and places it on the ground. In theory, could I use that now welded backpack model and animate it via Roblox Editor/ Moon Animator 2? I have only animated walking animations for now and I have no experience if it is even possible to animate a backpack opening