when i used WeldConstraints there are topics similar to this but i am not in to that right now basically the problem is everytime i try to weld it with a weld constraint i get this result
its the same result however when it dies and respawns the armor is no longer in the characters position but in the floor
Are you welding it to the humanoid root part? It seems that way and that’s an issue since the humanoid root part is not animated and hence won’t move along with the torso animations and such.
well the armor is in one piece not separated? what kind of weld constraint that would work or what part should i weld on to make it work?
Rig it to each body parts its placed on.
you mean separate each part of the armor to make it work?
Let’s say part of the armor is put on the right arm, or right lower arm. Weld it to there (using motor6d)
that basically changes the position of the armor when i did that
Haven’t you split the armor each part?
no i didnt what do you mean by this?
Split the armor each part, parts for the left arm, parts for the right arm, parts for the torso, etc. etc.
If you use Motor6D or the old weld then you will have to edit the C0 and C1 joint as by default it makes these two parts be at the same position and orientation depending on the part0 Part and the Part 1 part.
(However if you use RigEdit it does this automatically or any other welding software like moonanimator)
The newer WeldConstraint is a bit simpler in that regard as you don’t have to edit c0 and c1 part, and you just need to make sure to connect the helmet to the head and stuff. Also make sure the helmet and the head position align with each other, initially before making the constraint or you can change it after using the .Position property (Not CFrames or else they both update see here for the example code:
Since you are working with R15 NPC’s (Since they are humanoids I’m assuming), I believe you should instead just work the attachment system of a Humanoid to add armor.
Forgot about that, yeah, you can use accessories and use attachments (e.g. RightGripAttachment), which can easily be edited like the ToolGrip Editor plugin.
Also, when welding to a character I would recommend making the character and item welded massless. This can be done via the Maseless property in base parts.
the position for the head
Vector3.new(0,-0.24,-0.45)
but how about the position of the humanoidrootpart
i think you maybe right imma ask my modeler to separate it thanks