I am trying to disable, hide and destroy Dynamic Heads, by simply changing the mesh to head. With the problem of the issue, that demotivates me to use meshes, not uploaded from your file, and the marketplace being… Useless.
Computer's hardware
Processor Intel(R) Core™ i5-10400F CPU @ 2.90GHz 2.90 GHz
RAM: 16,0GB (usable: 15,9GB
Type of system: 64 bit - Operation System
Expected behaviour: Mesh should appear in game. Observed behaviour: Mesh did not appear + error in the output.
Date First Expirienced: Far ago Date Last expirienced: 9/28/2023
Hello and thank you for reaching out. Would you be able to help us investigate the issue by sharing a sample rbxl file with us with so we can reproduce what you are seeing and find a resolution?
Thank you in advance for your help and for your patience, this does sounds like a frustrating issue!
Well, sadly, I cannot do it now… My Roblox Studio is stuck at Installing Roblox Studio after updating it.-
I personally never worked with meshes, until my friend wanted to make a transfur game, where the meshes are needed. My friend will probably not be happy, if I shared the game here, so I made a sample file:
To unequip a custom Head from an R6 avatar, you can do the following:
wait(2)
local head = game.Players.LocalPlayer.Character:FindFirstChild("Head"):FindFirstChild("Mesh")
if head then
head.MeshId = ""
head.TextureId = ""
head.Scale = Vector3.new(1.25, 1.25, 1.25)
head.MeshType = Enum.MeshType.Head
end
To unequip a custom Head from an R15 avatar, you can do the following:
local humanoid = script.Parent:FindFirstChildWhichIsA("Humanoid")
if humanoid then
local humanoidDescription = humanoid:GetAppliedDescription()
humanoidDescription.Head = 0
humanoid:ApplyDescription(humanoidDescription)
end
The original problem is that the script was using the asset ID for the “MeshPart” asset instead of the underlying “Mesh” asset. You can find this by inserting the MeshPart into Roblox Studio and viewing the “MeshId” property. However, it looks like the custom Mesh asset being used does not match the default Head exactly, which results in issues with 2D Face decals.