The T-Shirt ends up on top of the Jacket(covering it up) even if I set the AccessoryType to each Accessories, I was wondering if there is any function to make sure to equip depending on what type of Item it is with out having to worry about the order I call the AddAccessory() function.
if info.LayeredClothing then
for _,Clothing in pairs(info.LayeredClothing) do
table.insert(newmannequin.buyables, Clothing.AssetId)
end
HumanoidDescription:SetAccessories(info.LayeredClothing, false)
end
newmannequin.HumanoidDescription = HumanoidDescription
rig.Humanoid:ApplyDescription(HumanoidDescription)
Any ideas? Also, when I try anything but this one Jacket, it just doesnāt loadā¦
ā¦So will layered clothing support R6 in the future later on or not?
Because thereās not really a confirmed answer if itāll happen, so it would be exciting to hear if it was in the works.
I think it would be possible if a blocky avatar template was provided to UGC creators as an option instead of the sole human-like template people are forced to use now.
i think others have mentioned this, but the addition of layered clothing brings up an issue. We need a base character for the website avatar editor that we can build off of, that doesnāt already have clothing on. Like human just with undergarments on that can be fully customized with layered clothing, hair, accessories, ect.
How is the invisibility of the Character Limbs predicted? Im having trouble with making Pants and having the upperlegs clipping through the mesh. Any way i can guarantee that the clothing will turn the legs invisible?