Is there any way I can get the newish 'avatar settings' system to also apply to rigs of imported avatars?

Essentially, what I am trying to do is have a collection of rigs representing several people for a project. The game as a whole I would like to be in ‘adaptive R6’ - so, forced single collision and R6 settings and 5 studs tall using the avatar settings system.

It works absolutely great for all the players in the game - it’s effectively R6 but they can choose their body parts and use layered clothing. It’s awesome. I love it.

But for the rigs, it doesn’t really work. Importing the avatars to an R15 rig bypasses the avatar settings so the height and proportions are very out of whack, but importing the avatars to an R6 rig also causes them to stand out.

I’d really like to simply have rigs where the avatar settings for the place apply. Crossing my fingers that might be possible - would love any/all advice!

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You could try cloning the player or forcing their body type to an r6 package to seem as if its r6 in r15 though if you’re suggesting something else, I don’t think it’s a possibility yet. Sorry!

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Alright. Other use case I’m trying to get out of it is to get rid of particle effects from items on the rig. I’ll keep looking around for options. Thank you for letting me know!

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If what you mean is hats with particles, you could probably do something like this:

local emitters = {}
for _, d in player:GetDescendants() do
    if d:IsA("ParticleEmitter") then table.insert(emitters, d) end
end
for _, e in emitters do e:Destroy() end
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