Is there anyway to change Loaded accessories (load asset) into R15 meshparts?

  1. I have a script that gets the player’s accessories and puts them in my startercharacter

  2. The loaded accessory’s handle is a part with a special mesh. Instead, I want it to be a meshpart.
    I am aware that R15 rigs have meshparts as handles, but I do not know how to change it.

  3. This is the script, it is placed in Server script service

local players = game:GetService("Players")
local insert = game:GetService("InsertService")

local protectedCall = pcall

local function onPlayerAdded(player)
	local function onCharacterAdded(character)
		local humanoid = character:WaitForChild("Humanoid")
		local success1, result1 = protectedCall(function()
		local GAppear = players:GetCharacterAppearanceInfoAsync(player.UserId)
			return GAppear
		end)
		
		if success1 then
			if result1 then
				for _, array in ipairs(result1["assets"]) do
					if array["assetType"]["name"] == "Hat" or array["assetType"]["name"]:match("Accessory$") then
						local success2, result2 = protectedCall(function()
							return insert:LoadAsset(array["id"])
						end)
						
						if success2 then
							if result2 then
								local accessory = result2:FindFirstChildOfClass("Accessory")
								if accessory then
									humanoid:AddAccessory(accessory)
								end
							end
						else
							warn(result2)
						end
					end
				end
			end
		else
			warn(result1)
		end
	end
	player.CharacterAdded:Connect(onCharacterAdded)
end

players.PlayerAdded:Connect(onPlayerAdded)

The script is fully functioning, and the starter character is placed in the starter player

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I dont think you can have control over inserting accessories with MeshPart, but you can look at this solution

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ye but i need a script to do it not manually

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you pretty much can

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naww it doesnt work I triedd using it in my script

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Anymore ideas for chnaging the settings?

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