Summary
This is not a traditional bug report. We are mainly looking for guidance. It is very likely an issue on our end. However, Developer Relations suggested we submit this as a bug report so it can be looked at properly.
Context
We got an RP game and have bikes where the player character is highly visible. Because of that, we use a custom rig for bikes instead of the real character.
Our setup works like this:
- We use a pre-positioned R15 rig on the bike
- When the player enters the bike, we apply their clothing, accessories, and appearance to this cloned rig.
- The real character is not used for the bike animations.
This system has been working fine for classic clothing and accessories.
Issue
Layered clothing does not properly apply to the cloned bike rig.
What happens:
- Layered clothing visually remains on the real character’s original position.
- The custom rig does not display the layered clothing correctly.
Since layered clothing is now widely used in RP games, this has become a major visual issue for us.
What We Tried
- Applying full HumanoidDescription to the cloned rig.
- Manually cloning clothing-related instances.
- Ensuring the rig is a valid R15 structure with proper body parts and Humanoid.
We could not find a way to make layered clothing bind correctly to the custom rig instead of the original character.
We assume this may be a limitation or a mistake in our setup, and we would really appreciate any clarification or best practice guidance.
In the place file below you can see a copy of the bike + the character. Somehow when cloning the combination from the running studio and pasting it into a new place, the character rotates weirdly. The accessory apply method we use in that bike file is the last stable one we had, before we tried experimenting to get layered clothing to work.
LayeredClothingRigIssue.rbxl (258.0 KB)

