Thanks for the thread. These are good thoughts on the workshop support. We’ve been fixing and improving the process quite a lot so it’s good to know what other features creators would want. Just so you’re aware, a lot of these features have been discussed before in development calls.
Concerning multi-body support:
I’ve explained in another thread about the concerns of multi-body support.
But to also continue off from that, multi-body support will require you to download the model multiple times, it’ll bloat the size of the player model downloads. Yes, granted, if you’re wanting to use different outfits like you’ve mentioned, you’re already doing this. But other players only have to download the current outfit you are wearing actively, while the multi-body will require downloading all of them. In some cases, this can be fine. You’d have to work within our current file size limits.
This is a different system. Workshop models use a separate system. To add multi-body support, we’d have to make an entirely new system. In my quick thinking, it would basically come down to having multiple .plymodel files inside of the addon system, and you’d have to compile each of those one by one. This would require changing how the editor imports models, how models get packaged, uploaded, and how models load in. We’d also have to add more networking, so that other players know which body you are currently using. We’d also have to make plenty of changes to the editor to make this process easier and add to the metadata (how many bodys, names of the bodys, etc.). This is by no means a simple addition, it will take time to add. We would need to seriously sit down and design the system out and that could take more than a month minimum.
I do agree that it is currently a bummer that you’d have to upload multiple versions of your player model. I hope the new outfit system (where you can save what you are currently) will allow you get close to what you’d want after you have uploaded multiple versions of the model. At least for now. You can also copy and paste metadata in the editor which will help in creation.
This feature already exists. If you press WASD keys while in the editor it’ll activate free fly cam.
The scale ruler and capsule is the most accurate way to get the scale of the model. If scales of other objects are off, then those items should be fixed, not the player model.
This is something we’ve expressed desire to work on, but it’s a massive project and would add more networking per each player. I believe this would not be as needed if the player model editor had per wearable offset support in the first place, so I’d rather spend the time working on that first.
I’m aware of this limitation and I’d like to tackle adding per wearable offset support. This will unfortunately will not come out before 1.0. It would of course only store metadata of hats you wanted to adjust after adjusting the overall position.
From what I’m reading here, the only issue seems to be with waist items? I made a change in the last release that took workshop metadata into account for waist items, which it previously did not. Pool tubes specifically scale properly to the metadata. I can look into the issue further.
As for other desyncs mentioned, if you can find what actions cause the desyncs that would be very helpful. I’m only currently aware of seats having issues with wearable offsets.