Position is local to the mesh. WorldPosition is global.
If you want to use the same Position as the attachment in the character, you need to start it off at the exact same CFrame. So in the middle of LeftLowerArm.
Even if it was wrong, I don’t see how it is able to cause scaling issues. Aswell as this, this was the same method I used for the older rig, and it worked.
When setting worldposition it also changes position to make it local to that mesh so it should work
Yeah, I also tried to tackle this issue before, and I thought i was just doing something wrong so I just used the older rig without thinking much of it
I’ll try the welding workflow as a last resort, but I prefer the accessory workflow so I’ll try and stick with that if i can. If we’re unable to come up with a solution, I’ll try marking this as a bug to roblox and see their response
Also, if this is intended behaviour, it’d break all catalog items
No, I believe you. But the attachments aren’t in the same place. That’s why it was constantly offset: you were using the data of a normal rig, instead of that one.
Yea and that’s the issue. When you move the attachment on the worldposition, what you’re actually doing is moving the Handle in the opposite direction. Because of the constraints and stuff. https://i.gyazo.com/db706b5a99fdeaa9e9e1db3aae87f916.mp4
On that last one? That was on that rig you used. The attachments are in the right place if you grab a normal R15. You could also adjust for that other R15