You’d be right. Bones are purely visual. If a hitbox is important you could always just use parts and exclusively skin the area between joints. In this case I can see that your rig deforms as well, though, so it might be better to just use a fake hitbox when it extends.
I’d put an attachment where I want the hitbox to start, then use the very last bone in the “head” of your rig as an end position for your rig. Then I’d spawn in a part, and each frame I’d move it to be in between both the attachment and the last bone. Finally I’d resize the part according to the magnitude in between both the attachment’s position and last bone’s position.
Something a bit like this, green dot being the attachment and red line being the last bone in your model.
Hello thank you for your reply but there is a problem.
The bones don’t actually update Position nor does it update its WorldPosition when the deform animation is playing. How would I do the position-updating and size-magnitude with the hitbox part if the Bones’ themselves dont even update in Positions/WorldPositions in the first place?
You would use the CFrame of the bone rather than the position of it. I’m pretty sure that’d work since one of my friends has managed to get hair physics working by manually setting the cframe of bones.
Firstly, I used TweenService to tween the bones’ Orientation and Position to replicate the animation. (This will cause the bones’ positions to update since the tween is manually moving it.)
Then I continuously fired a ray from a StartPoint (Attachment) to one of the moving bones’ WorldPosition. If ray hits a player, then deal damage.