Attaching rigidbodys to an animated character

i am having trouble attaching rigidbody objects to an animated character. All the selected objects in the screenshot are rigidbody and I just want it so that they dangle when the character moves, I didn’t think it would be very hard.
I have tried a few different ways but ultimately I resorted to having an icosphere that is an animated rigidbody, and it has a position constraint to one of the bones on the rig, then I just use a generic rigidbody constraint to attach my dangly object to that icosphere and tweak the settings to look good.
The issue I have is that objects will teleport to different places sometimes (I think it is trying to reapply its own transform) or objects wont follow the character on frame 1 so if I make a pose the objects will animate as if the character is still in the T pose. Currently all the objects are teleporting so I need help fixing that before the issue of them not updating on frame 1

Have you looked into the rigid body point constraint? It seems like it would do what you want, make sure:

  • The origin of the rigid body is the point you want it to rotate around
  • The rigid body has zero translation applied, i.e. it has its origin at world center (not sure if this is a problem, but it seems like it could cause issues)
  • Use an empty parented to the relevant bone as the constraint target, to position the rigid body relative to the mesh

Other things to check:

  • Make sure that you have a gap between the simulated objects and what they are colliding with
  • Make sure to fully clear/rebake your simulation cache after you make changes (and actually bake it, instead of trying to use playback)
  • Make sure your both your simulation and your animation start on frame 1

the reason I’m not using point constraint is because it does the same thing as generic but it doesn’t let you set angle limits which I definitely need.
Weirdly enough, I just tried switching 2 objects to point just to see if maybe it would do something, and when I played the simulation everything worked perfectly normal, then to test what was happening some more I tried changing only one of the objects back to generic constraint and now no matter what I do, even if I put it back to how it was when it was fixed, everything still teleports. I cant understand why it’s doing that.

That is weird. I’m assuming you have the linear component of the generic constraint set to zero?
Could you post a screenshot of your simulation/constraint settings? I’m not quite sure what the difference would be between the two constraints, nor why one would cause stuff to move around