I made two gloves that work as accessories. They worked (played) yesterday at least. I went through the motions of using MeshParts instead of SpecialMesh because I understood this to be the preferred solution, despite its newness.
Today I wanted to revise the animation that uses them so I began with my StarterCharacter with them already equipped and I get:
This rig contains multiple parts which share the same name
upon clicking the rig with the gloves from animation editor.
I inspected the parts and this was just not true. So I suspected it was my new approach of using MeshPart for the accessory instead of SpecialMesh, which is what a plugin like Asset Creator would provide for me.
I am certain I was able to edit my animations to take account of the actual StarterCharacter a couple of days ago but yesterday I had to tweak the joints on him a bit.
Anyway, I tracked this fault down by using a new Dummy Mesh R15 rig and copying the accessories over. First one glove, ok, we can animate (scratching head), then the other.
That’s it. It’s now saying “this rig contains multiple parts which share the same name”. At first I thought it meant LeftGripAttachment, because Attachments are supposed to share the same name.
Handle is a part under the accessory, but all accessories use this nomenclature. I am testing out the animation with tons of (published) accessories:
The original problem here is getting animation editor to work. Handle is only Handle by convention. Animations are not dependent on accessories in general.
For fear of going off topic I will mark as solved after this post.
Anyway, it doesn’t “cause the accessory to not attach to the character”:
IF you break the weld AND you need to animate the accessory (which remember is simply welded solid), it isn’t hard to recreate the weld.
Here, where I have consciously broken the weld on RightGlove, I simply add another and click the connected parts to join them up again:
I started to get this problem today, and it was possible to have parts with the same name before, as long as the parts could not be animated (because they were using welds and not motors). I made a bug report here, although I do hope this is not an expected change.
Hi there! Thanks for your report, and sorry for the inconvenience.
We have recently made a change related to duplicate part names, and it would seem this caused the new bug you are seeing. The dates you report definitely match the timeline.
We have reverted the feature for now and will investigate more with the repro you provided, but in the meantime, your issue should be resolved. You will need to restart Studio, however.