Weird collisions even though CanCollide is off?

So I’m using a BallSocket Constraint for physics on this MAC-10 grip, but it makes these weird collisions with my character whenever I equip it, even though CanCollide is off for everything in the gun. I’m confused and have no idea how to fix this

On first equip:
https://gyazo.com/2e06c51092ebe5485f822e32af7ad715

Whenever you equip after that:
https://gyazo.com/5193c71f35e947af567d2008bcefa3a7

This is how my gun is structured, it’s just an empty tool because I rigged it for animation in blender. But I just wanted to test the ballsocket constraint cause I wanted to use it in the actual tool so I wouldn’t have to animate physics.
image

If you remove the grip attachment, do you still experience this issue?

When you equip the tool, are you anchoring or un-anchoring any parts?

All of the parts are unanchored and are rigged together with welds or Motor6Ds.

It only stops doing that when I remove the ballsocket constraint, which isnt what I want.

I haven’t tried removing the GripAttachment yet, I will try tomorrow. Wouldn’t I need it for the constraint to work, though? The Attachment in GripAttach is Attachment0 and the attachment in the actual grip is Attachment1

Before this, though, I will try to move the attachment in the grip to the same position as Attachment0, because I think I positioned it slightly under

Oh, by “Grip attachment”, I meant attachment as in gun accessory. The main intention was just to see if removing the ball socket constraint would fix the issue.

I’m no physics expert but from what I can tell it seems like the weapon is producing its own forces that are fighting with the humanoids, the only other potential source of forces I can see doing that other than collisions would be the forces the constraint creates to hold the grip. Have you tried making all of the parts massless?

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Wait you’re actually a genius, that might be the problem. I’ll try this tomorrow

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