Welding an unanchored part to an anchored part

I’ve got a tree here. I want to weld it to the anchored ground.
image

Problem is, when I do so, roblox doesn’t like it and decides to disable the weld constraint.
image

Since I do want this tree to be disconnected from the ground at some point, I don’t think anchoring the tree itself would be a feasible option but there are not many posts online about welding a non-anchored part to an anchored part. Does anyone have any idea as to how I do this? I put this as a scripting support post because there is a script that adds all these welds to the map when it is loaded, which might be part of the problem.

Baseplate is an anchored part. I have also tried parenting the welds to the tree and welding to the Baseplate.
image

did you try play testing the game to see if the weld activates

Yea. In studio and ingame the weld is not activated.

why not just anchor the tree then unanchor when it will be disconnected from the ground?

Are you sure it’s not welded? Those properties look right to me - maybe it’s the other parts in the tree that aren’t welded to the trunk of the tree?

If possible, provide a place file for us to look at and help you more. Thanks!

Because I’d have to unanchor and anchor so many parts and it would be a massive hassle. This is my worst case option I’d resort to.

WeldConstraints will disable if one of the targeted parts is anchored. To resolve this use the normal “Weld” instead of the constraint.

I cannot put a file up, but I think I’ve made a discovery. In my process of trying to show you how to reproduce this, I tried setting up a little model tree with parts:
image

Welded like the original tree

And it worked. Both welds worked fine. I converted these parts into a union since thats what my tree was made out of and I get the same result. I think I’m onto something. Let me convert the trees into meshparts and I’ll create an update

Update:
I believe I fixed it. One of the issues was unions. The welds didn’t like unions.

Another problem was the loading script:

	local maps = game.ServerStorage.Maps:GetChildren()
	local map = maps[math.random(#maps)]
	local dest = map.Destructable:Clone()
	local ind = map.Indestructable:Clone()

the map heierarchy looks like this:

--Map 
-- Map/Destructable
-- Map/Indestructable

The welds with problems where welds that welded to parts from Destructible to Indestructible. Since I cloned them separately, the welds got confused as to what instance Part1 would point to, deactivating the weld.

Fixed code

	local maps = game.ServerStorage.Maps:GetChildren()
	local map = maps[math.random(#maps)]
    local mapClone = map:Clone()
	local dest = mapClone.Destructable
	local ind = mapClone.Indestructable

TL;DR: Don’t use welds and make sure you are careful with your clones.

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