Hey, so I’m trying to create a death animation for my game, and the parts of the player model seem to fling too much when I break their joints. I figured it’d look better if all the parts in the player model only had collision with world objects; not each other.
I looked at the wiki pages for collision groups, and it says you need atleast 2 groups…I’m puzzled by how I could use this though. I’d just need the player model parts to avoid collisions with descendants of the player model only, if that makes sense.
You do need 2 collision groups, one for the world (already created, named “default”) and one for the player. If you make all parts of the player with a separate collision group , say “PlayerBody”, and toggle it so “PlayerBody” doesn’t interact with itself but it does interact with “default” then when your ragdoll script is carried out, the parts won’t fling anymore if they touch another body part.