Do you want the objects to fall slower the bigger they are? (Superliminal?)
You can use BasePart:GetMass() and then apply a force upwards based on the mass
Is there only one player in the game? If so you should set the network owner of all the draggable parts to the player so the player is controlling their physics instead of the server. The logic for the gravity resistance should be something like:
if holdingObject then
while holdingObject do
resizeObjectBasedOnPerspective()
antiGravityForce.Disabled = true
updateAntiGravityForceBasedOnSize()
wait()
end
else
antiGravityForce.Disabled = false
end
Let me try to write up some code to make that work
Ok I got something working, ^ 0.95 is a ratio for the gravity difference between the parts, and / 10 is the multiplier to slow down gravity for all parts