Currently I’m working on an animation by using Moon Animator that includes multiple characters/rigs that I’ll have to add custom animatable faces for. My custom faces are separated to 4 individual parts which being the eyes, the eyebrows (eyebrows are separate from each other so that’s 2 parts on it’s own) and lastly the mouth.
I’ve noticed that whenever I add an accessory to Roblox Studio through the Catalog, when I put the accessory inside of the model of a rig it automatically positions itself to exactly how you’d want it to be positioned. What I’m currently trying to achieve is to make it happen so my custom faces also position themselves to different rigs. Basically whenever I position my custom face’s parts onto a rig like how I’d want them to appear in the animation, if I duplicate the face and want to add the duplication to another rig I want it to snap onto the other rig instead of me having to reposition the face and all of it’s individual parts manually.
Having this feature would fasten my process of making the animation so any kind of help is appreciated. Also the structure of the custom face is shown below.
Right now if I were to duplicate the face and then add the duplication to another rig, it just stays at the original position (that being the first rig) so it doesn’t snap to the other rig. I’ve tried adding attachments and welds to try to figure out the issue but those didn’t work as well, it just stays at it’s original position. I don’t know if it’s just something about me using them wrong I’m out of ideas.
Accessories attach to Humanoid-powered rigs’ body Parts that contain Attachments. They use Welds (with the C0 and C1 CFrame properties, not WeldConstraints. This self-attaching feature only applies to specific instances like the Accessory.
The following Attachments can be used, although custom Attachments are also valid. These are from an R15 rig.
Joints with the “RigAttachment” joints are also valid, however, they are shared by another Attachment to help the Humanoid properly build joints. Custom Attachments must be unique to the entire Rig, not per Part.
If you need to make the face transferrable, you’ll have to create your own Motor6D joints attached to an invisible part representing the “head” and use a Model instead of a Folder to set the PrimaryPart property to the fake head. There, you can adjust the position of the rig to match your other rig’s head position.
You may also experiment with Accessories instead of Models, using the fake head as the Handle, containing an Attachment named “FaceCenterAttachment”. Just be sure your face’s Parts are attached to the invisible “Handle” too.
I personally went through the Accessory route since It’s closer to the solution that I seek out for and it seems that it did the trick quite well. Pretty sure I would still have to move the whole duplicated face manually through the moving tool -one rig to another- if I did it with the Model technique. Thanks a lot man.
For those who might also be in need;
I put all the face parts into an Accessory object and then connected them into a new Part with the responsibility of a Handle by using Motor6D. Then I copied the FaceCenterAttachment from the rig’s Head and pasted it into the Handle.