#how to fix platformstand making ragdoll look ugly and also clip thru the ground
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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.
did you use ai to write this
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
In order to provide the client physics control and avoid sluggish clipping, set HumanoidRootPart:SetNetworkOwner(player).Instead of phasing through, it actually collides with the ground because CanCollide = true.
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.
that still doesnt fix the cancollide issue, is there a way to do that since for _, part cancollide = true gets overridden all the time
You must either use RunService or completely destroy or disable the Humanoid during ragdoll because it continuously overrides CanCollide on limbs.Heartbeat fights the Humanoid's override by repeatedly forcing CanCollide = true each frame.
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.
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do i set char to the plr char or the plr
Set network owner using the player object itself: character.HumanoidRootPart:SetNetworkOwner(player) where player is the actual Player instance from game.Players, not the character model.
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.
I also had the same issue
But forgot the solution
I don got my pc on me
It's smt we add alongside ballsocketcontraisnt
It's called part smt
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I don't remember
alright it seems to be working, how can i fix the override cancollide issue now, do i make a seperate script that stop hum to do so, or something like that'
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