Keeping it simple and clear. How would I make an limb that has fallen off not fall into the void? I’m gonna be using BreakJoints for dismemberment as my blood system but when I dismember an limb from the player in the DevConsole it falls right into the void.
From this I would recommend looking into a way to detect when the joints are broken, and setting cancollide to true, the joints are broken so the lim wont affect the character with cancollide, it will just be able to collide with the ground and other objects around it.
Edit: If your still worried about it affecting the character use collision groups to create a “Character” and “BrokenLimbs” group, and make them unable to collide with each other but able to collide with “Default”
Insert a mesh part containing the limb’s mesh file. (For R6, usually rbxassetid://avatar/meshes/leftarm.mesh) Then make it transparent and cover the original limb so it has the same collisions. Then, as @Va13Official said, use collision groups as needed.
Quick question. Would the code setting the collision group ID for all limbs be the same for this as well or not? If so than how would I apply multiple collision group ID’s to the limbs?
I dont quite understand what you mean, but read over this article, especially with the new updates to collision groups api this should be able to help. Collision Filtering | Roblox Creator Documentation
I had the same problem before, solved it way easier by just adding an additional part that is welded to the limb. Very easy to do and takes like 5 lines of code.