I have a circle which is unanchored, and a motor6d linking it to another part next to it that spins the part, like a clock sould spin.
The issue is that when I resize the part spinning, it completely breaks, causing the resized part to be stationary while the base circle spins. In other cases, it also flings the part for some reason. Both are massless, the spinning one has cancollide off.
why is this happening? both parts are massless
Expected behavior
linkk a base part and another with a motor6d, and set the offset for the motor6d to be so that rotating the part in the animation editor leads to a clock-like motion. Make an animation of it spinning. when you play this animation and resize the moving part during, the base part starts rotating instead or flings. The base part should be unanchored.
the expected behavior would be for it to continue spinning normally right?
Ive experimented more and it just happens when you resize the part. It seems like massless gets disabled, but its still checked. The animation doesnt matter. this only happens when both parts are massless. Is this a bug or an odd physics effect?
Hello in the example you provided, both the circle and the hitbox are massless. In a case like this where the objects are still simulated we choose the largest part’s mass as the mass of the assembly. This is why the behavior changes when the clock hand’s size is set to be larger than the circle in the center.. you can do one of the following to fix the issue:
make the circle anchored.
make the circle not be massless if you want it to be simulated and not be impacted by hand of the clock. This way it’s mass and center of mass will be chosen as the assembly’s mass and center of mass.