Welding players with model causes weird actions to player

Hello!
I’ve been experienced a problem when i start working on a stand project. As usual, player can shiftlock freely and jump without any velocity being deducted. But when I equip the stand this starts to happen:
Classic Baseplate - Roblox Studio (gyazo.com)
As you can see, the players (with stand) does move quite a little bit to go to the shiftlock camera destination. But when the players (without stand) does move to the shiftlock camera destination in no time. Also, sometimes when the player jumps It flings the player off the baseplate and sometime when player jumps It doesnt move forward but it just jump but stuck in the place.
I used weldconstriant which part0 is a player rootpart, part1 is a stand rootpart and the weld parent is on a stand. The stand parent is on a workspace

Since I’ve been experienced this issue quite a while and I cant solve this. I would have to post here at the devforum

Does your design allow you to set all your parts’ Massless property to “true” without breaking anything else? Because the model is welded to the humanoid, it will have an impact on the assembly’s overall mass/center of gravity, and that may be where the problem lies.

Also, parenting the model to the character/setting the network ownership of the model to the player may also help, although the player should still become the owner automatically after some time.

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I did only for the players rootpart and stand rootpart, but not the limbs

Another alternative that will work in stopping this problem but may introduce others is to use an AlignPosition constraint with RigidityEnabled set to “true” and use that to position the model relative to the player instead of welding it directly.

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Set Massless to “false” for the stand rootpart

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I changed it, it seems working but didnt solve the issue

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What is the issue right now then

By usual, the jump suppose to go forward but it jumps but it didnt go forward. Second, is that the shiftlock take time to go to the destination (like i show in an example) Also, sometimes when u jump it flings you off a map

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I tried on roblox studio to weld a big part to my root part. It did exactly what your issue is. Then i set massless to “false” and it worked like there was nothing welded at all. I think you should check that all parts have massless set to false

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I’ll try publish to roblox so you can try checking. Im sorry that my explanation is bad :sweat_smile:

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I already made a game for testing purpose, when u get in please press x and it will appear a stand. Then try walking and jumping and also uses shiftlock. You’ll see some behaviour like cannot jump forward etc
Test Stand game For devforum - Roblox

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for i,v in pairs(stand:GetDescendants()) do
	if v:IsA("Part") or v:IsA("MeshPart") or v:IsA("UnionOperation") then
		v.Massless = false
	end
end

I typed in a code when the stand appear to set all massless to false. However, it still doesnt work

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I dont know what the issue is then ): I tested to weld parts in my root and it did same, then disabling massless fixed it. One last thing could be like cancollide but not sure does it affect to it

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Today I realized that using a animation controller instead of humanoid makes the character jumps normal but still not the flings

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Any fix to this issue? I’m encountering the same problem with jumping when it comes to making my own stand system.

I’ve set all parts in the stand model to be massless and the shiftlock works perfectly fine, but when I attempt to jump with the stand the player moves around in weird directions.