Welding parts to unanchored parts

Hello, in my game a player is intended to click on a tree and a “band” forms around the area the tree is supposed to be split. I’m having trouble properly welding this “band” to unanchored tree branches.

Screenshots of problem below:

Before cut:

After cut:

It may be hard to see, the whole branch itself is being moved forward (to the cursor?)

Explorer view:

Script where the band is being spawned and positioned:


Are there any other types of constraints I can use that allow me to attach a part to an unanchored part?

I’m kind of confused about it moving forward. Are you splitting the wood into two bricks and wedging a block between them? The weld itself shouldn’t move the block. If the band is collidable maybe try making the band uncollidable?

Apologies for the late reply, in that point in time I’m just wedging a part named “band” inside another part at the position the player has clicked the part. This is just to show where the part would be cut, and I’m making sure the part is uncollidable when I spawn it in. Despite this, it still moves the model around, and when I delete the weld constraints it doesn’t… it’s very confusing.

Weld Constraints shouldn’t move the object. Can you send me the file so I can check it out?

Sorry, I’m unable to, I meant to mention in my initial post that the branch model is made up of a bunch of welds attaching every part in the model together:

I think I’ve found the issue but I still need to work it out, to spawn in the band I’m cloning the original part clicked on and immediately deleting all its welds if it had any. But since I’m cloning it do you believe this would cause the model to move?

Try setting the cancollide before setting the parent.
image

I tried it then also tried moving the band before to its location before parenting it and it works now. Absolutely no idea why.

it is because you also parented after you set CanCollide. If you set CanCollide after parenting, it probably has a frame where it calculates the physics and pushes it. Thats why you should always set Collisions/Anchor properties before parenting just to be safe.

Ah I see now. Thank you for you assistance! I was really struggling with this lol

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.