How did they make these clone + statue effects?

Hi, I have a question about how they made these kinds of functions (shown in the gifs).
Is this some kind of special open-source module? I just don’t have enough ideas on how to make it myself, so I’d really appreciate it if someone could give me hints or point me in the right direction.

From what I understand in the gifs I shared, it looks like they’re just using clone() on the characters and changing the material.
But I’m not sure about the effects that appear after it disappears — maybe it’s BodyVelocity on the MeshPart?

Another thing I don’t quite understand: if they’re using BodyVelocity on a MeshPart, how does it land on the ground?
Do I need to use Raycasting with subtraction or something similar to detect the floor properly?

Anyway, I’d be really grateful if you could share ideas or information about this topic. :slightly_smiling_face:

twoshowcase
oneshowcase

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This is somewhat a yes and no thing.

They are cloning something, but not the character. Instead, they’re cloning a mesh version of the character and replicating all CFrames from the limbs onto it, and then changing the material of this clone.

R6 character models don’t support material changes (as they use SpecialMeshes), which is why there’s a separate Mesh rig which is cloned instead.

As for the parts that emit after, its as basic as having parts, meshes and/or unions with box collision just “shoot out” from the player by setting their velocity to something after spawning and positioning them.

Existing module wise, I’m not sure if there is a module.