Humanoidless r6 clothing rig

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People wanted for a long time to display clothing. Or play animations without involving a humanoid.

Well today I release an R6 rig that does exactly that! It does not contain any humanoids and is done purely by mesh parts and surface appearances:

I’ve also created a variation that does not use Surface Appearance and a Mesh Part but instead a Legacy mesh and Decal. Which is useful if you want to set clothing at runtime like Citrus does.


HOW TO USE

The model contains an animation controller, corresponding meshes, and surface appearances. For skin color use the mesh color, and for clothes use the surface appearance color map. By default, the surface appearance is set to overlay. There is no need for extra manipulations on shirts; you just put the corresponding shirt/pants ID to the corresponding surface appearance:


CAVEATS

Unlike humanoid-based clothing, the surface-appearance-based one is a bit inaccurate. You can see most of the inaccuracies on the rig yourself. But the main thing is that the top and the bottom edges are projected entirely by the U and D sides. And F and B sides also take their corresponding edges, leaving no edges for L and R.

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This flaming text is peak design

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i’ve been searching for this for years its so peak :face_holding_back_tears:

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The old fire text goes insane on this
Jokes aside, pretty sick resource brotha

Looks like someone is not familar with UV maps…

You can adjust that manually like you need - move UV zones into right places.
For example - uv of my monster character.

That would’ve been a proper solution if I actually was making my own color map. But because I use the default clothing color map without even editing it for smooth edge transitions (like the humanoid does), there is no way of making edge colors look nice. You can see how the humanoid edits the color map if you export the rig to a mesh:

Exported UV and color map:

Compared to the default “color map”:

You can now see visually as to why the color maps on the humanoidless rig are different

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Honestly, I don’t understood your choice. Isn’t your rig’s main purpoice is testing clothing? Won’t it be more logical for it to share same template as normal humanoid clothing?

might just be me but the meshes aren’t loading, either a roblox privacy bug or you may have archived the meshes. alternatively would it be possible to give the original mesh files, so we can directly upload them?

Hopefully fixed the issue by enabling distribution through the creator store. Please check if it actually fixed it.

I think you don’t understand the core issue. I am not the one creating color maps for clothing. I do not convert them to a custom color map like the humanoid does. Look at the differences in the UV of my Left Arm and Humanoid Left Arm:

My Left Arm:

Humanoid Left Arm:

You can see how the humanoid actually does some shenanigans to the images before using them on the rig. While my mesh uses the raw clothing image without doing any extra work.

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Just checked, same thing, I guess it might take a bit to update

Sorry once again, please check again.

There we go!

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Hi guys, I actually found a better resource for runtime and clothing precision compared to my solution. You can take a look at it here:

Compared to my resource, it uses a legacy mesh with a decal, which allows the clothing to be set at runtime. Nonetheless, this resource will remain in place for anyone who wishes to do clothing via surface appearance.

Hello people, I updated the post to now include another custom rig that is inspired by citrus. I decided to make my own variation of a legacy mesh x decal method. Which resulted in fewer instances and draw calls overall compared to citrus.

I have had the same implementation for my view model, but I decided to ditch it entirely since SurfaceAppearance cannot be compiled at runtime without EditableImage yet.

Just realized that we had used the same technique. Hmm, sus.

I did not steal idea from you tho dw :sunglasses:

There is also a problem with it since texture gets upscaled by humanoid to avoid the “blurry” effect, but this method makes it not possible, kind of.
This is also seen in the reference image, where on the right side you can see the texture having worse quality.

It uses SurfaceAppearance to allow transparent parts and to make skin be seen, basically, since otherwise it turns pitch black.

My solution to avoid “texture leaking” was making the border 2 extra pixels, which did fix “texture leaking” but it made the quality even worse.

You can get referance images for Humanoid’s clothing texture here btw:

It’s most likely a coincidence that we both did it at the same time. Humanoids don’t seem to upscale the clothing texture. Instead I found out that they bake it into a specialized texture (both pants and shirt) in what I can call projection madness. Basically they put parts of textures next to each other in order for the blurry effect to be proper. This is especially noticeable in the topmost and bottommost parts of the clothing.

To kind of get the original feel of the R6 clothing, some people subdivided the beveled corners and then wrapped them accordingly in the UV map. Although this results in very similar clothing to the humanoid one, I decided against it because of the extra vertices, as I wanted to keep the meshes as lightweight as possible.

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Dude you are GOAT. I needed this to animate multiple characters with accessories. Thank you so much. God bless you, champ

Don’t forget to check citrus!‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎

Hello people. Today I wanted to announce that I actually decided to make a convenience plugin for accessories and character loading for the humanoidless rigs; you will be able to choose the rig method (Citrus or mine). It optimizes a good chunk of accessories too; each accessory only uses 2 instances (1 for weld and 1 for the mesh itself). Here is the preview for the rigs the plugin can import:

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