Just a quick query really, If I want to make custom controls for an model (which is not a humanoid) and this is actually the players character, is this possible?
For example, DO NOT USE A HUMANOID and instead use a MODEL as the players character?
Yes, what you want to do is possible, and commonplace. Player.Character has to be a Model, it’s a typed C++ property, but it does not need to contain a Humanoid Instance. There are lots of games where your character is a vehicle, a block, or something else it makes little sense to have a humanoid in. Generally though, without the Humanoid, you do have a lot of extra work to do, because all of the Roblox player scripts (controls and cameras) are for a Humanoid-based avatar. You need to roll your own camera and input control, or fork and hack the player scripts to remove dependency on the Humanoid.
A player doesn’t need to include a humanoid, but it’s a lot easier if it does. You’re going to lose a lot of useful code and avatar clothing. But if you don’t care about that, you can put a character model named “StarterCharacter” into StarterPlayer service to spawn as that model. From there you will have to code input detection for WASD and spacebar + mobile inputs. To get animations, the humanoid animator object can be replaced for a AnimationController. Then you have to add your own custom health system, and a couple more things. So it’s a pretty big endeavor
Yeah, essentially I have custom blender models which are proving MASSIVELY difficult to turn into humanoids… That would be the better route, but after 7 days and nearly 100 youtube videos I’m starting to look for alternative ways of creating custom characters…