Is there any way to make welding not interfere with the jump trajectory?

Hello, I am making a parachute system to deploy the parachute when you jump out of the plane. But when I jump out the parachute welds to the body stopping it in mid-air:

https://gyazo.com/84bb0e562cf243fe290d179c8455815a

Is there any way to make this smoother?

This is how I am doing it right now:

	local newPara = parachute:Clone()
	
	newPara.Parent = workspace
	newPara.Character.Value = seatedCharacter
	newPara.Script.Disabled = false
	newPara.CanCollide = false
	newPara.Anchored = false
	
	newPara.CFrame = CFrame.new(seatedCharacter.HumanoidRootPart.Position)
	
	newPara.Weld.Part1 = seatedCharacter.HumanoidRootPart
	newPara.Weld.Part0 = newPara
	newPara.Weld.C0 = CFrame.new(0, -12.5, -0.8)
	
	for _,v in pairs(seatedCharacter:GetChildren()) do
		if v:IsA("BasePart") or v:IsA("MeshPart") then
			v.Massless = true
		end
	end

The parachute moves with a vector force.

Thanks for reading.

Maybe try making the parachute apart of the player’s model and weld it to the back of the player’s back and then when you need it make it visible and do all your fun stuff

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Try making the player platform stand.

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It looks like it’s moving downward slowly as it should.
Maybe script the vector force to increase slowly up to the value you need after deployment to keep from getting the neck-snapping stop you see.

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But how would that affect anything?

You are jumping out of the plane so your character is falling at a fairly fast speed. When your parachute deploys you are suddenly falling at the parachute’s speed.
If you have a script to change the velocity more gradually by taking the player’s speed when deploying and make it change to the Velocity that you want the parachute to fall at over 2-3 seconds it’ll look better.

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Get all of the models children and look for a setting called massless make that true.

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