I am trying to make mutated zombies but motor6d "brings" everything to center

hello all.

i am trying to make zombies with a long arm or leg as a mutation. I noticed that doing so cancels the welding / motor6d.

When i reinsert the motor6d manually, and choose part0 Torso and part1 Head for example, the head instantly snaps to the Torso. I cannot adjust as doing so will break the motor6d.

i understand i need motor6d so that the humanoid wont die instantly / able to move.

is there a better way to do it or am i totally wrong?

much appreciated.

Yeah this is because of how Joint Instances work, this happens by default so there are two options you have for your purpose:

  1. Edit the joint instance C0 or C1 Cframe to adjust the limbs.
  2. One simpler way to do edit is to use RigEditlite which does it automatically, plus there are tutorials for it online for a custom character/rig.

Ok thank you for guiding. By making say the legs longer for example, the animations should still work right ?

If the part is the same name and joint structure I believe then yeah. However if you do something like add an extra limb for a third hand then it mighttt break or not be animated I’m not really sure on this haven’t tried it out.

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