Action Required: MeshPart Heads & Accessories (May 27th)

Is it possible in the future that we will get support for R6 characters? I mainly ask because for a very specific use case, I am trying to make the head and accessories of a R6 character neon, but I am unable to accomplish this due to SpecialMesh’s lack of support for the neon material.

Currently the hack I use to get “glowing” meshes is setting the SpecialMesh’s texture to a pure white decal and then setting the VertexColor to a extremely high number. This accomplishes an effect similar to neon, but has a few caveats making it difficult to use.

Here is a comparison image of a Neon part and SpecialMesh part for reference.

  1. VertexColor does not become as bright as neon, which is especially more noticeable at certain colors (for example, see the orange mesh part). You can also notice there is still a shine on both mesh parts while Neon does not have any of this.
  2. It’s harder to get the color I want when I set VertexColor past it’s normal limits, especially when I’m trying to get it to match up with normal neon parts.
  3. Setting properties like VertexColor past their normal limits do not work if the part is a descendant of a object that has a humanoid, which forced me to write clientside code specifically to get around this.

The result of all my very hacky code is this:

However, as stated before, at certain colors, it will look very off.

I simply ask and hope that in the future, R6 will get the same support for this new feature as R15 did. It would also be very nice if the FileMeshes got support for the neon property or if we could set the property of MeshId for MeshParts, but that’s getting off topic.

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Huh, never knew that. Well then that part is settled.

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Will having this enabled improve performance for characters due to it being a MeshPart rather then a SpecialMesh?

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This update is great, finally I don’t have to weld fake heads on my characters, but when will Mesh Part packages be a thing :eyes:

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This should be fixed now. Let us know if anything else looks wrong.

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This looks promising as MeshParts are more useful than SpecialMesh

However I like this change since it’s a way to work with new features which require MeshParts for example.

Also this may be offtopic but is SpecialMesh instance going to be phased out?

Same with CylinderMesh, BlockMesh, etc

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I have a question.
I have a custom rig (wich uses a part + mesh as head)
I need to do something? @Osyris

I have made some custom accessories that use VertexColor, will there be a better alternative to this other than making a completely new texture for it?

Also with this change it raises a question to me if R6 will receive a similar update that R15 had, as it’s a hassle to allow PlayerChoice avatar rigs when R6 avatars still use CharacterMesh’s.

Will this change the current way player heads are handled? For example, if I wanted to make the head neon it would look like this:


Instead of like this:

Because, quite frankly, having to create a slightly bigger head part and then weld it to the actual head part is annoying.

Plus it would really help with a current power ability I created that is meant to make your whole character glow and give the appearance of becoming “pure energy,” sort of like the Stravant Lightning gear except with more glow. With the current way I have it set up however I have to clone every part of the player, make the clone slightly bigger, create a weld, weld it to the original part I created the clone from, and then parent it to a folder inside the player (for organization purposes). Even then I’m not able to add clothing to these fake body parts because they aren’t the actual character. While it isn’t that important, I was planning on making an effect in which the clothes “burn off” of the player once they turned into energy.

l shouldn’t have to take this many steps just to get a neon character.

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This update has taken a bug thats been around since october 2018 and made it worse.
Previously the avatar editor would show the rthro avatar with a reasonable sized head and reasonable hat scaling and then it would be broken in game.
2018r6

but now the rthro avatars in r6 as broken in the avatar editor too, as well as in-game
2021r6
If changes are being made with heads and hats, I think it would be a good time to fix this issue thats been with r6 rthro avatars since their introduction 3 years ago.

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I have a question regarding this update. Since accessories are being upgraded for all sorts of fancy things, would this mean existing accessories could be updated by their creators?

Also with these great features coming-

-are these changes possibly going to allow modern textures on other items, like 2D Faces and/or 2D Clothing for extra customisation? I’d love to see some older things get the special treatment meshes have, and I think it’d be neat to make extra texture maps for 2D Clothing to give them some more detail.

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Hello, I cannot seem to find the BetaFeature in my tab. Help?

Games that haven’t been updated since before a set date should use “Disabled” by default - requiring developers to switch off the behaviour in old games will mean that older, unupdated games involving the scripting of heads and accessories will only break down even further.

Personally I will be disabling this feature immediately because I do not agree with several of the new features nor do I want them in my games - this is just my opinion and you don’t have to agree, I’m sure many others will find them more useful.

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I really don’t know what to say, how this will affect in-coming features like PBR. I personally think that is completely weird, it just does nothing more than breaking my anti-cheat and with a bug now exploiters can load much more innapropirate things on the server with coloring the hats and parts! (its just the same hat clone exploit but they can change their hat’s color on the server I mean) I hope all ROBLOX team founds an alternative solution for this, after all im still interested in why we need this update to enable PBR?

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A fix I could imagine would be to attach an extra 2x1x1 part to the rig’s head while setting the current head to cancollide false

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Can we get some clarity on if this setting will remain for awhile or is it only temporary to give developers time to fix anything? Right now it’s unclear and could possibly mislead developers into a false sense of security.

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I believe the intention is to keep the Disabled property around, which would make sense since R6 doesn’t support these changes anyway and therefore would continue to be run via the old SpecialMesh system.

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This is amazing! Sounds like a great update, this will be good. Thanks Roblox staff!

You don’t have to if are satisfied with your current character. If you want to then this isn’t that hard to replace. All you have to do is:

  1. Create a MeshPart | Roblox Creator Documentation and set it’s position properties to the same position as the current head part. If the mesh under the current head part has an offset then you should add that offset value to the position of the MeshPart.
  2. Set the MeshPart | Roblox Creator Documentation to the MeshId of the mesh inside the current head part.
  3. Resize the MeshPart to the size of the current head.
  4. Rename the MeshPart to “Head” and delete the current head part
  5. Rig the character with a new “Neck” Motor6D | Roblox Creator Documentation. You will need to understand how to do this and how to use the JointInstance | Roblox Creator Documentation and JointInstance | Roblox Creator Documentation properties.


However, if you do not make the change then you may not be able to use future featurs as mentioned below.

MeshIDs can’t be changed by a script.