Is it possible to bind a bone to a part?

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?

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Have you tried swapping attachment0 and 1? I’m trying now and it seems to work fine

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I have tried yes. For me it always snaps the basepart to the bone instead of the reverse