When I use the Handle face as 2D decal with avatar auto setup, the mesh of the new converted model gets messed up. Does anyone know how to fix this?
I think this is happening because Handle face as 2D decal isnt just applying the decal onto the head.
When you enable that option, Avatar Auto Setup tries to convert the 2D face into a dynamic head setup. So it can generate facial data/caging and remap the face onto a dynamic head-style result. Because of that the head mesh can get changed or smoothed/deformed, especially if the original head is a very simple/blocky shape.
If you only want the face to stay visually as a normal 2D decal, I’d try turning off Handle face as 2D decal and add the face back manually after setup, either as a normal Decal, SurfaceGui or a separate flat face mesh.
If you actually need the face converted into a dynamic head, then I’d check these before running Auto Setup again
- Make sure you are running Avatar Auto Setup on the full character, not only the head
- Make sure the face is clearly facing the front direction
- Try enabling
Manually Align Frontif the tool may be detecting the front wrong - Try enabling
Improve facial caging - Remove any existing
FaceControlsunder the head before running it again - If the head uses
TextureID, try replacing that withSurfaceAppearanceinstead
But from the screenshots, it looks like the tool is changing the head shape during the 2D face/dynamic head conversion. So it may not be something wrong with the decal itself. It may just be the Auto Setup conversion/caging not preserving that original blocky head shape well.
The easiest workaround would probably be: run Auto Setup without converting the 2D face, then re-add the face decal manually afterward

