How can I set up a mesh with physics constraints so it adheres to the body and pivots correctly, without the pivot point shifting during simulation?


UnrealEditor_HoEOvsTMKf

I’m trying to get my zips to have physics enabled by having the Zip mesh in a physics constraint but I notice 2 problems

  1. The Zip Mesh pivot point seems to move around during simulation
  2. The cube doesn’t adhere to the body

I want to get the Zip Pull to react to movement and pivot around the Pivot point. Does anyone have suggestions for how I should set this up?

Thanks!