[2009 Heads] Updating them into SpecialMeshes

This issue has been bothering our developer community since the change those heads had received.

I heard there was a hidden property responsible for bevels, that’s why heads cause so much trouble nowadays.

Reasons

  • They require Humanoids to look properly.
  • They are already in game files. Their ID is “rbxasset://fonts/head?.mesh”, ? being A-P.
  • There is probably no way to tell which 2009 head is which. SpecialMesh would eliminate the problem.
    Default head at least uses a MeshType.
  • When you want to make “fake heads”, the shape of copied head might mess up.
    We don’t want to make new humanoids just because of that.
  • Cylinder/BlockMeshes have random scales like Vector3.new(1.4,1.6,1.35).
  • It’s (almost) 2017! New heads are SpecialMeshes. Cylinder/BlockMeshes ones are outdated.

Example

"Diamond" head mesh

Note: Renamed means that the parent of our mesh is not called “Head”.
Yes I know, I said “beweled”, not “beveled”.


Diamond - Roblox

Solution

We have to use “rbxasset://fonts” versions of the heads instead of Cylinder/BlockMeshes.
It’s simple. You update everything in Catalog.
It’s the simpliest thing you could do.
Really!
It’s much better than scanning user’s items with API.

10 Likes

I had no idea that older heads used Bevel.

since when

I am talking about using them as heads.
It’s uncomfortable to use them nowadays.

Bumping the thread a bit.

I realised how “Perfection” and “Diamond” heads are hard to tell from the settings.
They literally have the same scale and type.