The 'Enable Skinning' Boolean of RigidConstraint Keeps changing to true when Cloned

So the enable skinning boolean of the rigid constraint keeps changing to true when the parent object is duplicated… I had a few issues with the rigidconstraint ‘enable skinning’ causing visual glitches.
I would fix this myself but the engine is lacking the ‘capability plugin’ or permission to edit the property in a live game with a script.


In this example the character has a headress part that was generated using the avatar autosetup. So internally it has facial bones but there are no FaceControls. So thus skinning causes the visual glitch due to the duplicate name bones in a model bug. It also causes a visual bug in some of my rigged animated hair accessories because they have a bone named Head.
So this EnableSkinning property is very important for my project to be fixed.

When you clone something that has a RigidConstraint with enable skinning disabled, it will change back to enabled.

To reproduce this, take a object with rigidconstraints with enable skinning disabled, clone it and it’s back to enabled.

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Thank you for the report. We actually aren’t ready to make the EnableSkinning property available for use. It is visible in the properties window by mistake - you cannot currently use it in a published game.

Would you mind explaining more why you want to use the property?

So thus skinning causes the visual glitch due to the duplicate name bones in a model bug

This sounds like it might be a separate bug. Could you explain more or send a message with a rbxl file so we can take a look?

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As I explained in with my picture the enable skinning property can cause a visual bug with for example say you had a model with two heads, Head and Head1 Head1 is attached via RigidConstraint inside the humanoid model. Head1 is capable of FaceControls but the FaceControl instance is deleted so it causes a visual bug


left is enable skinning disabled right is enabled which happens automatically if the model is cloned.

The true root is the bug is probably the animation retargeting algorithm. Since it’s been updated with the new behavior. My accessory with Bones if they have a bone called head it may be animated in place of the actual head of the model everytime the humanoid is revalidated.

Below is my two models that demonstrate the bug in two different scenarios, one has a visible bone named Head and the other one the MeshPart called Headress has invisible bones indicative of a MeshPart Head that is capable of FaceControls. The MeshPart headress was made with the AvatarAutoSetup. But it kept mapping the headress as the head so I removed it in the final model reran the autosetup without the headress and placed it in the final version as a part with a rigid constraint to the head.
TrueRootOfBug.rbxm (84.1 KB)

To sum up the bug to try to be more clear, Enable skinning enabled causes a visual bug with some MeshParts, in simplest form one that’s capable of skinning but it’s not being used. with EnableSkinning to true it forces the skinning anyway. It may be more to it, but the rbxm demonstrates the bug.

I want to use the Property just to account for this visual bug. with the property set to False the issue is fixed.

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