https://i.gyazo.com/e77ae078d3b27ea05026eaf86aeec6e4.mp4
Making a character carry an item - a basic feature that’s present everywhere but roblox - is impossible because we can’t make zero-mass parts.
Let me set Density to zero.
https://i.gyazo.com/e77ae078d3b27ea05026eaf86aeec6e4.mp4
Making a character carry an item - a basic feature that’s present everywhere but roblox - is impossible because we can’t make zero-mass parts.
Let me set Density to zero.
I recall the main reason for this not being allowed is that zero-mass parts have infinite acceleration when any force is applied, though I don’t see how that would be a problem if the object were attached to something with mass, like a character.
Im doing fine with just .01
https://thumbs.gfycat.com/ImpracticalSecretEastrussiancoursinghounds-mobile.mp4
https://giant.gfycat.com/JauntyParallelFlatcoatretriever.mp4
It sometimes happen to me.
I don’t know why you would insert a humanoidrootpart inside the model but:
When you have a model under the character and have a part named HumanoidRootPart under this model, the part will take all the mass and characteristics of the character and the character will be really heavy.
If that’s not it: putting everything non-collide should work.
If that’s not it: please tell me what is it
I don’t think setting density to 0 will fix this.
I’ve looked into this behavior probably 5-10 times now and while I have no idea what the actual issue is, I have a few reasons to believe it’s not related to mass:
Definitely a bug, not a density issue, unless you got about 200 10x10 parts in that.
Humanoids do this because they override physics. I was about to write a request to alter humanoids because this is such an annoying problem.
Density and elasticity seem to be ignored from what I can tell so far. Another crazy thing is that if I have a BodyGyro that’s supposed to flip me upside down, it won’t be able to even if I give it infinite torque.
Edit: I think 0 density would work. You just have to forget the physics standpoint of it. A part with 0 density would likely have to have forcefully disabled collisions, effectively just making it a drawn object in the 3D renderer, if thinking about it that way makes it easier.
I dislike the way characters hold tools at the moment. It seems that their center off mass is effected, even though the tools and accessories don’t have a mass.