Why is moving an accessory via its attachment so buggy? And how are accessories attached in general?

I’m trying to understand how accessories work overall.
To insert an accessory onto the character, you copy and paste-into/drag-n-drop it inside the model with an attachment inside it.

1 ) You’re supposed to name the attachment in the accessory handle exactly as it is in the player’s body part, which results an “AccessoryWeld”. But why does the accessory flip backwards?
image
image

Also, when adjusting the accessory via the attachment, it’s over-calibrated and moves/rotates too much and too fast. Why?
Image from Gyazo
Image from Gyazo

2 ) On the other hand, inserting with just “Attachment” or no attachment at all makes it face forward, and creates a “HeadWeld” in the head this time. But you can’t move/rotate it like before at all.
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Results of how an Accessory appears on the character when it has either “HatAttachment”, “Attachment”, or no Attachment inside it

Trying to properly fit the accessory by changing the C0 / C1 of the weld instead doesnt show once you Test Solo, it just re-adjusts back to the original position
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Any solutions?

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It sounds like you are having some issues with attachments and accessories in Roblox. Here are some possible explanations for the problems you are experiencing:

  1. If you are using an “AccessoryWeld” to attach your accessory, it may be flipping backwards because the attachment point in the accessory does not match the attachment point in the character’s body part. This can cause the accessory to be oriented in the wrong direction.
  2. If you are using an “Attachment” or no attachment at all to attach your accessory, it may not be possible to physically move the accessory because the attachment point is not adjustable. This is because attachments and “HeadWelds” are intended to be fixed positions and cannot be moved or rotated.

To solve these problems, you may want to try the following:

  • Make sure that the attachment point in your accessory is named the same as the attachment point in the character’s body part. This will allow the accessory to be attached correctly and not flip backwards.
  • If you want to be able to move or rotate your accessory, you may need to use a different type of attachment such as a “Motor6D” or a “BallSocket” joint. These types of attachments allow for more freedom of movement and can be adjusted using the C0 and C1 properties.

I hope this helps! If you have any more questions or are still having trouble, please don’t hesitate to ask.

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