I want to make my skinned mesh rig customizable using accessories, however since anything relating to attachments or special mesh don’t work with skinned rigs, is there any easy way (meaning not having to create a bone for each hat I want and then applying the bone to the rig and then welding it; this simply won’t work for me) to allow the skinned rig to equip accessories/otherwise attach other meshes to the model?
I’ve heard that apparently it’s possible to equip Roblox accessories to a skinned rig if the rig has bones of a standard Roblox rig, but to what extent would I need to do that if I just wanted hat accessories/does it even work well at all? There’s not a ton of documentation on this, so if anyone has an answer, it would be great.
According to @Maximum_ADHD on twitter,
“Something really awesome I noticed today is that you can use the RigidConstraint class to attach parts to bones”
I have not tested this myself, but it is worth a shot.
edit: I just tested this, and yes, you can connect attachments to bones this way.
Will try it out, thanks for the information.
After some experimenting, it seems to work! Its behavior is a little weird; after applying the rigidconstraint to both the bone and the other attachment the rig snaps to the part; whenever I move the part was attached the entire rig moves with it. I can circumvent this by using specialmeshes and their offset and size properties though, so we’re good. Thanks for the help!
Actually, there seems to be a small issue. The rigidconstraint seems to make the character’s movement more slidey when the part is attached with it, and while it seems that for some reason increasing the size of the attached part negates the slideyness, it doesn’t completely get rid of it. Is this a known issue? Tried looking it up but have found nothing.
Is the part massless? I haven’t heard something like this before. I wonder why adding more mass would make the character slip more
Oh okay, this is really strange. In short, massless is the solution, yes.
While I was initially testing it in studio, massless was off. I noticed the weird movement and turned massless on while in Play mode, which completely froze the player. I kind of just took this as “massless isn’t helping” and moved on. Apparently enabling massless before going into Play mode makes massless behave correctly.
Can never understand Roblox sometimes lol. Thanks again