Humanoid:ApplyDescription() results in improperly scaled accessories

Hello!

I’ve run into a strange problem recently when I was attempting to make an NPC in Studio which would take the appearance of a Roblox user’s avatar on spawn. I wasn’t sure how to go about this, so I looked it up and discovered the Humanoid:ApplyDescription() function. It sounded perfect for me, so I used the simple line of code below.

script.Parent.Humanoid:ApplyDescription(game.Players:GetHumanoidDescriptionFromUserId(209118493))
-- Server script directly inside of the NPC's Character model.

However, when I tested the script the accessories were all over the place. Every single accessory seemed to have been welded to a point slightly behind the character’s head.
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[ The result of the code versus what the avatar should actually look like. ]

I was unable to find anything when I looked it up, only old inconclusive dev-forum posts. I figured bumping old threads wouldn’t yield any results, so I decided to create my own post. I know that I’m not the only person experiencing this, and I know there’s a definite solution out there because I’ve seen the exact result I’m looking for working flawlessly in popular experiences before.

Any help would be appreciated, thank you!

P.S.
I am aware of the countless plugins and other tools that can help load avatars for you, however I am trying to learn how to use this feature properly to be able to load certain things such as the avatar of a characters’ friend in the future. I know this would require some sort of API rather than using game.Players, but for now I want to solve the hat issue first. Thank you for understanding.

1 Like

Try parenting the accessory’s to something else and wait (Or task.wait) a small amount and reparent them or something

I forgot to mention it in the post, but I tried this and it gave the same results. I’ll try it again differently sometime, but I can’t right now.

Does it work in client / in play mode?

Not yet, but that’s the objective. I want to be able to load a user’s avatar onto a character in the game via UserId after it has started.

Try cloning the accessories?

Perhaps

I’ve been able to load you in without any errors.
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What rig are you animating?

This happens with neck items when I import from the moon animator rig thing, try taking out the humanoid for a small period of time and put it back in?

Well, I feel stupid now. The R6 rig I was using didn’t have all of the proper attachments so the accessories all defaulted to the same point. I retried with a newer rig with all of the needed components and it worked fine. Thank you for your reply, though! I don’t think I would have thought to check the rig itself otherwise. Case closed!
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