Cloning a character limb to stay exactly the same in workspace

So for a game I’m creating, as a funny feature I want to make 1 or 2 of the character’s limbs to fall off randomly, obviously so it doesn’t actually affect the character I cloned the limb i want to make “fall off” and made the original one just invisible but when I do that the clone limb goes fully black but I want it to stay exactly the shape it was when it was actually welded to the character, is there any way I can achieve this? This is what i tried so far

local chr : Model = script.Parent

task.wait(4)

local Chance = math.random(0, 100) ; --if Chance >= 0 and Chance <= 10 then return end

local AllowedParts = {
	"Left Arm",
	"Right Arm",
	"Left Leg",
	"Right Leg",
}

local LimbsOff = math.random(1,2)

for i = 1, LimbsOff do
	chr.Archivable = true
	
	local randomPart = AllowedParts[math.random(1, #AllowedParts)]
	local ogPart = chr:FindFirstChild(randomPart)
	ogPart.Transparency = 1
	local clone = ogPart:Clone()
	clone.Parent = workspace
	clone.Position = ogPart.Position
	clone.Anchored = true
	clone.Transparency = 0
end

1 Like

I’m not 100% certain how this works with R6, but to do what you’re asking with R15 actually requires duplicating more than just the limb, you need the whole subset of the character, in its own model, with a Humanoid and whatever Shirt (and/or Pants) instances you might need.

For R6, you might need the clone of the arm to be the arm inside a Model with a clone of the original Humanoid and clothing instances to get the cloned arm to look exactly the same as the original, right down to texture resolution.

This is because player avatars get an optimization where the character’s body colors and applied textures get composited to a single bitmap, at lower than their original resolution. With R15, if you clone an arm, only the upper arm will end up textured, and the fidelity of the texture will be higher on the clone than the original character. You can use a script to copy the textureId to the lower arm and hand parts, but the textures still won’t exactly match. I suspect the situation for R6 is similar, in terms of how the compositor works, and texture resolution, just without the issue of the multi-part limbs. If you’re an R6 expert reading this, please feel free to confirm or correct!

2 Likes

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.