Okay, you should rig it (for animating the walking, jumping, etc). This plugin is SUPER easy to use, I use it a lot for rigging Rig Editor - Roblox. You will have to unanchor all of the parts for this to work well, and it needs to be rigged so it doesn’t fall apart. This will allow you to spawn as it, and later you can add animations by changing out the default ones (but that is another post). If you have any other questions, I would be glad to help. Good luck!
This is what happens when i unanchor everything. The part in the middle is the humanoid root part. You can move that, but nothing else. So, to sum it all up it needs to be rigged, unanchored everything. To stay together and work like a normal character? Just making sure in case I do anything wrong.
Try using the plugin I suggested, it is not complex. I will send images and a more thorough explanation in a second, I am going to recreate your setup to walk you through it
Now, press continue, and under “create joints”, select the part to be the base part. think about how a normal character is set up (the way the attachments are), and replicate it. For example, you would rig the torso to the head, but not the head to the arm (because the arm is not attached to the head). See image.
Now, the last step is to make sure the humanoid root part is welded onto the torso. exit out of the plugin, and put the startercharacter back into starterplayer. Then, you should be able to use it! It should turn out something like the video below robloxapp-20210119-1409020.wmv (974.1 KB)
Note: There will not be animations for this custom character, as it is custom. You will have to make them yourself, and apply them by copying the animations script, and changing the animation values. Best of luck! If this helped, make sure to mark it as the answer, so others can find it later on.
Is this correct? Also, about the root part being welded onto the torso, which torso? The upper one (the big one) or the lower torso (the one at the bottom right ontop of the legs).
Looks almost correct, really just one thing wrong. I would connect the shoulders to the torso, instead of to the head. This is really easy to do - go to the “delete” part of the plugin, and select the two shoulder joints, then delete them and re-do them onto the torso. Then, test it, and see if it works well! it doesn’t matter what the humanoidrootpart is welded onto, don’t worry about that. Looks great!
Your character is missing Motor6D’s and animations (to show your character walking realistically). Your finished product should look something somewhat like this
So, does it really matter if I don’t weld the humanoid root part with the upper torso? Also, how do I weld stuff together, I’m not a builder AT all and I just returned to studio after a long break of game development, and my last game wasn’t really good.
You can google a lot of this stuff. The welding simply keeps the character attached to the humanoid root part, it is needed so it stays together with you. You can weld by going to the home tab, and up by constraints, clicking it and selecting weld. Then, click the two parts you want to weld together. Best of luck!