Introducing a new class of physics constraint, RigidConstraint!
RigidConstraint forms a connection between two Attachments or Bones, analogous to how a Weld or WeldConstraint forms a rigid connection between two parts.
RigidConstraint makes it easy to attach an accessory to an avatar without scripting (use the RigAttachments directly) or to just put two parts together with attachments. This also simplifies existing content pipelines that were mimicking this functionality with Welds.
All this means you can connect rigid bodies at edit time with attachments, without needing to write any code.
Find the Model tab in Roblox Studio.
Select “RigidConstraint” in the constraints dropdown.
Set the attachment points.
We plan to add opt-in automatic destruction. This means the RigidConstraint dynamically breaks based on force limits that you configure if you so choose. The timeline for constraint destruction is not set in stone yet, but consider this a peek into what’s next.
The studio dragger tool isn’t quite consistent in how it drags parts joined by RigidConstraints versus other joint types. We plan to make this more consistent this year.
As always, we would love to hear your feedback and how you’re putting RigidConstraint to use. Feel free to post your RigidConstraint creations below!
The Simulation Solver & Core Teams