Create a rigidconstraint and an attachment in the unskinned part you want to follow a bone: Attachment 0 is the bone, attachment 1 is the attachment you just made. (I don’t know if that is mandatory, but just in case)
Oh yeah i actually managed to do it already, but keep the message just in case. The only problem is that when i weld a object to my skinned mesh, the skinned mesh’s meshes changes position and then i’m unable to change the meshes’ position or rotation for some reason. Do you know why this is happening? It’s very annoying.
Yes! Yes yes yes yes! I just had a problem with one of my models and this will probably solve it! A question tho, does it still Tween parts or do they stay in the same place always?
There’s a problem with RigidConstraints
, when I rotate them they rotate in strange ways…
Have to be clear on terminology. Welds and weldconstraints break the skinned mesh, RigidConstraints respect it. Are you seeing a RigidConstraint break the mesh?
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