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
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.
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?