- What do you want to achieve?
I have a skinned mesh cylinder with four bones. I want to connect each bone to each part where the bone will constantly have same position and rotation as the attached part.
The red cubes will represent attached parts to its bones:
- What is the issue?
The issue is when i want to attach these parts to bones. I tried using RigidConstraints and the whole skinned mesh cylinder moves to the top attached part and the other parts just teleports to their constraints without making the bones bend the skinned mesh.
This is how the skinned mesh looks like with bones (bones work when i rotate them but still cant find a way to attach them to a part)
I am trying to find solutions for like three days but this is my last try to get help and find a way to make the skinned mesh bendable through attached parts.
- What solutions have you tried so far?
I tried searching EACH post which was like “Connect bone to part” related and I found only character rigs and haven’t found what i wanted. I don’t have any issues with exporting the skinned mesh and importing it to Studio.
