I was working on a weapons system when I encountered a problem with the viewmodels. I set all the parts of it to be collisionless as well as massless, but for some reason there’s this buggy render of the viewmodel that loops around it and can fling the player too. Here’s a video of the problem
I also looked at some other topics about this, and read that having a humanoid can mess with collisions, and found a solution by using a different collison group, but I feel like this isn’t an ideal solution. Also, I can still see that floating low poly version of the viewmodel flying around. Please help
Does your character get pushed around when you move your viewmodel into something like a wall? (Ignoring the buggy low-poly render that you’re seeing, just the arms and the weapon)
This is the only solution to this to my knowledge. I were exactly in your shoes once and found this out myself. Has been sticking with it and works flawlessly. It’s just how it is when you decide to use Humanoids to e.g. get Shirt instances and stuff to work.
I see, I’ll look into it a bit further. it might be that I store viewmodels in a raycast ignore model in workspace, if that’s not the case I’ll mark this as a solution
However I don’t remember this being a problem just a year ago
If you’re willing to abandon the usage of shirts on humanoids, you could probably make the switch to an AnimationController based viewmodel rig, which will do exactly the same thing as yours above but with less strange behavior caused by humanoids, lag reduction and more customizability. The first caveat I notice is that you may need to change the arms from parts to meshparts instead, using rbxasset://fonts//rightarm.mesh as the mesh ID (as an example), and some potential code changes (though you could just rename the AnimationController to Humanoid)
ah I see, I’d literally never heard of AnimationControllers until just now, and thanks for the other tips too. I’ll look into it a bit more later since it’s a bit late, but thanks it looks promising.