I am not sure how this could work-
I tried, and it was sloppy, and not what i want
This is a sort of workaround I use. When a player logs in, I copy the upper and lower torso and head, and I parent the clone’s to the character, but weld them to the HRP humanoid root part.
Then you add a script in the character local, that ever run step sets the collision on the real upper and lower torso and head, and HRP to false.
The fake parts keep you from going through walls and the terrain, and allows you to have animations or ragdoll on the real parts without collision issues.
If you are being carried, just temporarily set the fake parts collision to false, and re-enable it when they are dropped or jump free.
Wouldn’t the real limbs be set back to true because of FilteringEnabled though?
no if the script is local and running each render step set it, it will keep the collision to whatever you set it in that script
local character = script.Parent.Parent
connection = game:GetService('RunService').Stepped:Connect(function()
local lowerTorso = character:FindFirstChild("LowerTorso")
if lowerTorso then lowerTorso.CanCollide = false end
local upperTorso = character:FindFirstChild("UpperTorso")
if upperTorso then upperTorso.CanCollide = false end
local head = character:FindFirstChild("Head")
if head then head.CanCollide = false end
--local hrp = character:FindFirstChild("HumanoidRootPart")
--if hrp then hrp.CanCollide = false end
end)
while not character:FindFirstChild("Humanoid") do wait() end
local humanoid = character.Humanoid
humanoid.Died:Connect(function()
if connection then
connection:Disconnect()
end
connection = nil
end)
Regardless if i’d use RenderStepped, the torso would still have CanCollide set to true.
Not sure if this worked for you, since i’m using an R6 rig, i tried that, and it didn’t really help at all.
Ok, so by using CollisionGroups i’ve solved it, the main bug was the limbs fake parts dangling around and hitting the character. If you’d change their collision to not hit the character, it will work. I honestly wanted to achieve the effect of the limbs colliding with the player, but I guess I couldn’t.