Preface: This post could fall under under build support because I need help with the physics objects in studio, but the solution may be a code issue.
I am trying to make a tree-cutting system which makes a tree model tilt and fall away from the player once it has been cut.
The model itself consists of a trunk, a few leaf blocks, and a hitbox for the tree. Every part is welded to the hitbox and all parts are marked as “massless.”
My approach involved the using Torque object because I wanted the tree falling to look natural and still be affected by gravity(rather than some CFrame lerp which would look unnatural), and since the Torque object uses a Vector3 value I thought it would be easy to compare the tree’s position with the character’s. However, even though all parts are marked as massless, the Torque(and AngularVelocity) object needed an absurd value to even get the tree to budge(>1000000 per axis), and once the tree model did tilt the force just pulled it across the baseplate.
What I’m trying to gain from this post is both:
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A better understanding of these physics objects(and why they seem to stop working on bigger models even though the parts have no mass)
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A solution/different approach to my desired result
Was this post clear? Can I provide any more visual aid? Let me know