Hello Devs! We are happy to announce the beta release of the Accessory Fitting Tool. The Accessory Fitting Tool streamlines the accessory creation process for both layered and rigid accessories.
On beta release, the Accessory Fitting Tool will enable you to:
Assign a body attachment point to your accessory.
Edit the position, rotation and scale of non-layered accessories.
Edit inner and outer cages for layered accessories. The source MeshPart model must have the appropriate layering requirements.
Preview an accessory with different characters and animations.
Generate the accessory instance into the Workspace with an Asset ID.
When should I use this plugin?
Use the Accessory Fitting Tool when you have a MeshPart ready in the Workspace to be previewed on an avatar or converted into an Accessory. If creating layered clothing, the MeshPart must meet the layered clothing requirements before conversion (it must be caged and parented to an armature).
This tool can also be used to adjust and preview existing accessories on the Workspace. Re-publishing an existing accessory will generate a new Asset ID which can then be saved to your Toolbox.
In order for the editor to behave properly, you also have to enable the LoadCharacterLayeredClothing property on the StarterPlayer as shown in the screenshot below.
Do you think the how to tutorials on the official YT channel will return? I think making a more in-depth video on this feature from getting the template rig and weight painting? I’ve always gotten confused how roblox rigs their characters since they do it in a strange method compared to other games or commonly made rigs.
Basically a full video tutorial including the following would be great
Getting the template rig
Modeling the Asset (Shirt, Pants, Shoes, Hat, Etc)
Explanation of the Outer/Inner cages
Weight Painting
Explanation on what’s going on and how roblox will use the data created so far to deform that clothing to other characters (basically explaining how the Layered Clothing update works)
Import Process
Setting up the clothing item to a new rig
Testing our new clothing item on a character
EDIT
I forgot to link it in the post but like 2 weeks after I made this post @3l_e made a video on how to do it. Methods could be improved although its definitely a start
Why is this a plugin? It would probably be best if this (Along with Rig Builder, Localization, Avatar Importer, and Animation Editor) is in the View tab. Plugins should be for 3rd party extensions, not 1st party.
Really I think they should add folders for plugins to allow us have better organization between all of our plugins by sorting them from what they’d be used for like all the Roblox Plugins or for people who do tons of things they can sort it by Building, Scripting, UI, or Animations.
For some odd reason, layered clothing in the preview doesn’t work on blocky R15 avatars? It doesn’t even come pre-built with blocky rigs and you can’t really use a blocky rig when positioning a hat. Wish you could make layered clothing tailored for blocky avatars given how layered clothing looks awful on them.
Meshes imported with the beta mesh importer do not work properly with this tool, which is a bummer because I’m trying to use a model that has a poly count slightly higher than the 10k limit on the default Avatar Importer. This is with the LCL_Jacket_PufferCoat_001.fbx from the Layered Clothing examples.
What about accessories that have multiple parts? You’re only able to select 1 part. Would we have to put the rest of the parts in the accessory and add weld constraints?
I’m also having issues where shoes will work perfectly on the left leg yet not the right. Tried multiple shoes. All attachements are the same, nothing different from each leg. Going mad over here
Also side note, the character goes through the baseplate when you start fitting the accessory for shoes for whatever reason.