Trying to stop all animations/reset a cloned character

So I was trying to put a cloned character inside a viewport frame for my game periodically. Thing is I clone the player’s character and put it in the viewport frame but once the character is cloned, it’s kind of like if it took a “screenshot” of the current character’s state and even if I stop the animations afterwards, it does not apply to the cloned character, kind of if it was frozen in time which is logic because the viewport frame’s only purpose is for rendering and not simulating physics or animations. I tried stopping all animations on the character and waiting for them to be completely stopped before cloning and I don’t really like the gameplay disrupt effect it does. So I’m looking for a way to try and make the character look like it was not animated in the viewport frame and standing still.

Expected result:
Screenshot 2025-01-06 134348

Results when animations are playing:
Screenshot 2025-01-06 134404

Note: The character with the swimming animation is standing still like that, even if you can’t see it because it’s a screenshot.

I somewhat found a solution. I might keep it but I’m not sure yet. I basically just attached the clone character function to the RenderStepped event of the Run Service and called it a day. So I can see my workspace character in real time.