When running this character floating in Studio, it all works fine.
When actually playing it, the client sees the character ‘falling’.
If I put the BodyPosition’s D,P and MaxForce all to nothing, the character obviously doesn’t float, but it actually keeps the propeller (welded to the hand using a WeldConstraint) above itself.
When increasing the P value it floats up and falls into this wrong state…
When the WeldConstraint between the object and hand is disabled, it all shows correctly - even on the client.
Also when killed and a copied model has been :MakeJoints()
'ed, it does work fine on the client as well
Anyone knows what’s causing this strange visual behaviour?