So I’m working on ragdolling a skinned character. For this I have an invisible rig set up with ball constraints that collides with its surroundings, and the skinned character is supposed to attach to this invisible rig.
I cannot use RigidConstraints, because these constraints bind one way only. Meaning you can attach an accessory to the bones, but you cannot attach the bone to the accessory part.
I have tried setting the WorldCFrame of the bones on heartbeat, but this is somewhat hacky way.
So I’m wondering if there is a better way to keep the bone positions in sync with the invisible collision rig parts?