Do all accessories look like this?

I’m currently writing code which turns a player into a corpse, and I want this corpse to only consist of the absolutely necessary objects to make it work (e.g. i remove its humanoid, attachments, everything and only let the anchored baseparts and textures stay).

There is one problem though: Accessories.

image

This is how a standard accessory looks like.
Simple enough, just parent the Handle to the corpse model, anchor it and delete the entire accessory and its children.

But do all accessories follow this structure?
Or do some have multiple handles, or even baseparts inside their handles?

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All hats need children of Handle and I not sure if all of them follows the same structure.

No, because I freeze the corpse.
I anchor the hat so it doesn’t need its attachments and welds anymore.
I’d have to let things like surfaceappearances stay though, that is true.

Well, this is interesting. When anchoring accessories that use mesh deformation they will return to their “normal” state. So I won’t be able to do this method after all.