After I tried the GetCharacterAppearanceAsync but the character keep breaking into pieces and is not a normal character model. How do supposed to do it?
Note:I’m looking for a way to clone one’s character model like player’s(With humanoid), not looking for a way to find player ID.
Generate a new player model using the Animation editor (the “Build Rig” button), and then copy and paste all the assets from :getCharacterAppearanceAsync() into it. That’s what I did in my current project, and you can see the result here (the character models by the leaderboards):
You’ll have to copy the face in separately, as it needs to be placed specifically into the head.
1 Like
How do I identify the player is R6 or R15 rig?
2 Likes
I can look into this more specifically later (I’m on mobile right now), but my guess is to look for items in the character appearance model that are R15 specific, and then make a decision based on their existence? There is probably an easier way though. In my game, I’m not worried about it as most players use R15 characters anyways.
1 Like
How about using the newest HumanoidDescription?
1 Like
There is no Humanoid when the character spawned with GetCharacterAppearanceAsync
1 Like
You already found your way to do this though. GetCharacterAppearanceAsync returns a model of the assets that a target user is wearing. Simply working with this model, you have the other character’s appearance. On the other hand, if you want to apply these assets, you actually have to generate a blank rig and have it on hand to apply assets to. The rig is not part of the character’s appearance.
3 Likes