Physics and IK

Drop it, drape it, pose it. Crates fall and stack, capes flap in the wind, and hands reach for whatever you point at.

Parts start Anchored, unlike Roblox. Play mode and renders simulate, Edit mode never does, and Stop puts every part back.

IKControl rows: type, chain root, end effector, target, pole, weight
Ready to pose
The scene's Simulation rows: gravity, status and the Bake button
Bake every frame
FallProperties > Physics > untick Anchored, then F5
ClothRight-click a MeshPart > Insert > Cloth; Pin, Stiffness, Bend, Wind
Keep itThe scene's Bake: every frame, saved in the project
ReachSelect a hand > Insert > IKControl, then move its Target
HoldTwo parts > right-click > Join with WeldConstraint
FollowFollowConstraint; key Weight 0 to 1 to hand over
LookLookAtConstraint on a head
GhostsOnion skin: Viewport

Same fall, every time

Scrub back or render on another machine: every frame matches.

The simulation steps on a video's frames, never the wall clock.

Pose by pointing

Drag a hand's target and the arm follows.

IK and constraints run every frame after keys and rig clips, and the project keeps the pose you set.

Keys

F5Simulate ShiftF5Stop, parts back CtrlQStart over 2, GMove a target