I’m trying to read the size of body parts in the avatar, but I’m noticing for some packages they’re giving an incorrect reading.
I’m wondering if this is a bug or if this is some hidden scaling feature of avatars?
For example with the stick bug package the UpperTorso size is listed as 2.347, 2.975, 1.075. However, if you actually create a part with that size and compare it side-by-side to the upper torso part you’ll quickly see that’s visually incorrect.
well i think they have this for collision? it seems to be the size of a normal torso but like shrinked down. i think this is really for collision but its just a guess. otherwise this is a bug. however meshes in general are a bit weird so getting an accurate size is beyond me. per haps you culd use rays maybe? get four points get like 3 distances multiply them and stuff?
I found I was able to get the accurate size by putting the mesh part into a model and then using :GetBoundingBox(). It’s a bit hacky, but I guess this is all I can do for now.