Scaling accessory attachments?

I am trying to fit items into an 1.75x size R6 rig. It, of course, has a bunch of attachments inside its parts.
imagem

I am trying to change these attachment’s positions, when scaling, in order to make the items fit.
I am using the following function to do so:

local scale = 1.75

--SERVICES--
local InsertService = game:GetService("InsertService")

--GENERAL FUNCTIONS--
function module.GiveAccessory(Character, Id)
	if not Character:GetAttribute("Scaled") then
		Character:SetAttribute("Scaled", true)
		for i, desc in pairs(Character:GetDescendants()) do
			if desc:IsA("Attachment") then
				desc.Position *= scale
			end
		end
	end
	local Humanoid = Character:FindFirstChildOfClass("Humanoid")
	local model = InsertService:LoadAsset(Id)
	local Accessory = model:FindFirstChildOfClass("Accessory")
	if Accessory == nil then return end
	local Handle = Accessory:FindFirstChildOfClass("Part")
	local Mesh = Handle:FindFirstChildOfClass("SpecialMesh")
	Humanoid:AddAccessory(Accessory)
	Handle.CanCollide = false
	Mesh.Scale *= scale
	model:Destroy()
end

This, however, makes it so some accessories need a higher multiplier:


While others need less:

How do I know what scaling multiplier I need?

Just a question but are you scaling the accessories as well and the attachment inside them?

3 Likes

I am not scaling the attachments, no. Lemme try that out.

i just tried it out, worked perfectly. Thank you so much for the help! :smiley:

1 Like