#how to fix platformstand making ragdoll look ugly and also clip thru the ground

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unborn walrus
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im trying to make a slap battles like ragdoll system, i would like some help why platformstand doesnt work

untold shoal
# unborn walrus im trying to make a slap battles like ragdoll system, i would like some help why...

Instead of using PlatformStand alone, you must utilize BallSocketConstraints in place of the character's Motor6D joints so that the limbs actually ragdoll with physics rather than remaining rigid in a T-pose. Set HumanoidRootPart to prevent ground clipping.To ensure that every body part collides with the ground correctly, set CanCollide = true. In order to maintain the ragdoll above ground, the system disables Motor6Ds, creates Attachments at joint points, connects them with BallSocketConstraints for genuine floppy movement, and then enables PlatformStand with appropriate collision.

unborn walrus
untold shoal
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@unborn walrus

unborn walrus
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what i meant is platformstand looks kinda ugly by making your character clip into the ground, i wanted to know how to make it look nicer, is it a thing of network ownership or something

untold shoal
unborn walrus
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while its ragdolling i set its owner to plr?

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interesting

untold shoal
# unborn walrus while its ragdolling i set its owner to plr?

Yes, give the player network ownership as soon as you ragdoll their character.HumanoidRootPart:SetNetworkOwner(player) at the same time as you activate PlatformStand to ensure that the client manages all physics without server latency leading to unsightly clipping.

unborn walrus
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that still doesnt fix the cancollide issue, is there a way to do that since for _, part cancollide = true gets overridden all the time

untold shoal
unborn walrus
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how can i disable the humanoid?

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if it helps, this is a modulescript

untold shoal
# unborn walrus how can i disable the humanoid?

Write a Ragdoll function that sets Humanoid in your ModuleScript. When PlatformStand = true, character is executed right away. HumanoidRootPart: SetCharacter and NetworkOwner (player). For the client to handle physics properly and avoid ground clipping, HumanoidRootPart.CanCollide = true.

vague fossilBOT
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studio** You are now Level 5! **studio

unborn walrus
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do i set char to the plr char or the plr

untold shoal
unborn walrus
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i meant hrp:SetCharacter

untold shoal
# unborn walrus i meant hrp:SetCharacter

HumanoidRootPart does not have a SetCharacter method; instead, you should use SetNetworkOwner(player) to send the Player instance or SetNetworkOwner(nil) to return it to the server.

glossy shale
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I also had the same issue

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But forgot the solution

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I don got my pc on me

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It's smt we add alongside ballsocketcontraisnt

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It's called part smt

vague fossilBOT
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studio** You are now Level 1! **studio

glossy shale
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I don't remember

unborn walrus
unborn walrus
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?

unborn walrus
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SOLVED

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made a localscript that changed the state clientsided