Yue Posted 2 hours ago Posted 2 hours ago I don't know how to explain this, but everything points to it having to do with the SetInput update. A mesh is positioned on the controller and follows it, and the mesh detaches in falling movements, depending on whether the update comes before or after the render. Now, when attaching a mesh to a specific bone, in my case the head bone, the same thing happens. but if I put it before the render, the helmet is not delayed in free fall, but the entire mesh is delayed from the SetInput controller. I found a solution to this that doesn't make much sense but works for me. If you use bone:SetScale in the main loop. boneHead:SetScale(1,1,1) boneBack:SetScale(1,1,1) everything works perfectly and behaves as I really expect it to. Quote Murphy's Law: We don't fix bugs, we document them as features. – Murphy Games
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