SkinnedMeshPart
Characters that bend. Bring in a rigged glTF or FBX and pose it by dragging its bones right in the viewport.
A SkinnedMeshPart is a MeshPart posed by the Bones under it, matched to the mesh's joints by name, like Roblox. Setting its Mesh in Properties builds the Bones at the file's bind pose. Select the part to see a marker per Bone; click one and pose it with the Move and Rotate gizmos, G or R. Poses are saved with the project. Exporting the file again keeps the Bones and their poses as long as its joints are the same.
From BasePart 29
AnchoredApplyAngularImpulseApplyImpulseApplyImpulseAtPositionAssemblyAngularVelocityAssemblyLinearVelocityAssemblyMassAssemblyRootPartCFrameCanCollideColorCustomPhysicalPropertiesEmissionGetMassGetPivotIORMasslessMaterialMetallicOrientationPivotOffsetPivotToPositionRoughnessSizeTexturePackTransmissionTransparencyWorldCFrame
