How can I clone accessories/character details from a character onto a dummy with no humanoid?

  1. What do you want to achieve?
    I want to have a dummy that copies accessories from a character onto the dummy, which has no humanoid though.

  2. What is the issue?
    Every post I find about putting accessories/character description onto a dummy needs their humanoid, but I don’t have a humanoid on my dummy.

  3. What solutions have you tried so far?
    I tried looking at accessory welding onto dummies, but I don’t understand how to put that code in to work, as I tried other posts already.

As an example, lets say I have this character on the left (has humanoid) that I want to copy their character details / accessories onto the dummy on the right (no humanoid).

The reason the dummy has no humanoid is because I’m only using it to attach to the player and animate it (like as a stand or something, in the stand tutorial vid I watched they removed the humanoid and added an animation track called animcontrol which works)

image

The disabled scripts are scripts I tested but all have not worked. In my case, the dummy only needs to copy accessories from the character to itself but any solution works fine.

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Why not just use a humanoid? Just add a humanoid onto the dummy and disable display distance.

humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None

I can’t do that, the dummy is a stand that gets attached to the player when they spawn. I tested adding a humanoid, and attaching a humanoid dummy to a player just glitches the player and stunts them. Without a humanoid is the only way it works.

example:
image

Perhaps add a humanoid, apply the humanoid description. Then destroy the humanoid and attach it to the player.

I also tried that but if you remove the humanoid afterwards then all the accessories drop off

Need to weld them on. Shirts and pants will not render without a Humanoid object (the rendering is baked into the object) but the rest is fair game so long as you insert the correct instance or weld the correct points. In the case of the Head you need a SpecialMesh or MeshPart; for accessories you can weld them using their attachments as reference points.

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can you explain how I can code that?