I'm trying to create a character-viewer thing where you click on a character, and their model teleports in the camera view. However, what usually happens is this: 1-NPC teleports, and teleports back 2-The NPC is bald 3-The NPC will eventually load it's hats in and it'll be gone.
But how do I stop this from happening? Originally I was planning on just storing the NPCs in lighting- and clone and teleport them and then enable the animation script. However regardless of it's disabled or not, cloning the NPC disables it's animation completely. What can I do? I know this is possible because I've seen it in games, but I just don't know where to go from here.
Here is one of the methods I tried:
for i,v in pairs(NPC:GetChildren()) do if v:IsA('Accessory') or v:IsA('Shirt') or v:IsA('Pants') or v.Name == "Body Colors" then v:Destroy() end end --clear anything from the last character for i,v in pairs(LI.Characters[char]:GetChildren()) do local item = v:Clone() item.Parent = NPC end NPC.HumanoidRootPart.CFrame = TP.CFrame
Another method I tried was:
for i,v in pairs(workspace.Holder:GetChildren()) do --holds the npc so i can delete it after v:Destroy() end local character = LI.Characters[char]:Clone() -- li = lighting character.Parent = workspace.Holder character.HumanoidRootPart.CFrame = TP.CFrame character.Animate.Disabled = false -- it never animated, even if it wasn't disabled (this method didn't have any errors aside from that)