Accessories with Particle Emitters & Scaling on Avatars in R15

Particle Emitter Accessories scale poorly when used in R15 with modified proportions.
Here is an example showing Daemonshank and Scimitar of Incandescence in R6, R15 with default proportions and R15 scaled using Roblox’s Body Scale settings


As shown, the Particle Emitter appears Offset on a Scaled R15 avatar which is clearly unintentional and frankly looks weird, unlike how it looks on R6 and Default R15, which looks intended. This is caused by uploading the mesh into studio Pre-positioned on the OBJ file. It happens because the mesh of the Item is Scaled with the Torso while the particle emitter only changes position and doesn’t deform/rotate like the mesh in the same way.

It is not very noticeable on the Daemonshank but it’s very clear on the Scimitar of Incandescence.
Many other accessories with particles have simmilar issues but I’ve only shown the ones that came to mind as an example.

Expected behavior

What I propose is that the mesh would be reuploaded correctly (in the same position as in the photo above) and positioned in studio rather than in the modeling software so that mesh deforms in a way that doesn’t cause this issue.


This change does NOT affect how it looks on the Default R15 or R6 scaling and ONLY fixes the issue for those who choose to rescale their avatar and end up with accessories looking like that. It does NOT affect how Roblox’s Accessory Adjustment feature treats these accessories and only changes the scaling and wrong particle emitter positions.

Best case scenario: Fix/Rework how the particle emitters scale entirely so it’s solved on all of the possible accessories that this happens on.
I would hope for the complete rework of how the emitters scale in general BUT if you could fix atleast those two I’d be happy and I believe Most of the owners of these items would agree and appreciate the change. Thank you for your time.

A private message is associated with this bug report

6 Likes

i wouldn’t mind if they removed the scaling all together as it isn’t needed since accessory adjustment was added

1 Like

That may make an issue with avatars that are larger or smaller than usual however.

I think best case scenario is to minimize stretching to prevent this issue. Or perhaps let people make fine tune adjustments along the axis in scaling. splitting the bars into three with one master slider.

3 Likes

Your Idea is good for most normal items. However it doesn’t really fix the problem with particle emitters, because they don’t re-scale with the mesh and most of them are just uploaded incorrectly.

This bug can be easily fixed by changing the source mesh’ original rotation to be 0,0,0 AND changing the Accessory’s rotation to the intended item rotation.

As of right now the rotation is done through the source mesh’s file & not the accessory, causing the mesh itself to stretch weirdly.

The particleemitters work as intended, however due to the weird mesh stretching, they render weirdly

2 Likes

True, thats the fix that i put into the private message. I repositioned the meshes in Blender and once uploaded to Roblox studio I matched the original position.