“This rig contains multiple parts which share the same name” even though there are no parts in the model that are the same name

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

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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:

I had an idea, from Asset Creator, that RightGrip might be especially reserved for tools, so I tried reversing the order of adding my accessories:

I still don’t get the animation editor error/warning until I add the second accessory.

That’s it, I’ll get back to seeing what Asset Creator spits out again.

This is what Asset Creator provides. Ordinary SpecialMeshes, like all the others:

Animation Editor chokes on a pair of gloves, not one though.

I’m starting to feel a solution is in sight. Despite its pickiness, the message can be meaningful.

Whilst attempting to make a tool of that barbell in the background I got it and simply renaming my 20kg plates solved it:

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I might get creative with naming glove accessories later, but I can just animate the dummy and keep an in on the IRL playback.

As per the last comment, the solution is kinda simple, if inconvenient in its departure from accepted practice for accessories. Just rename Handle:

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It’s not just my accessories, there is a problem with published ones too:

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If there is no problem renaming Handle, I will accept this in a week or so.

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renaming the handle will cause the accessory to not attach to the character

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:

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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.

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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.

Cheers!

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Amazing! How do I become eligible to post under Bug Reports?

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