Character not changing size

This script I made is meant to change the size of an R6 character (when detecting that the player has jumped), but it won’t count Scale as a part of the Humanoid, even though changing it manually works anyway.

local char = script.Parent
local hum = char:WaitForChild("Humanoid")

hum.StateChanged:Connect(function(oldState, newState)
	if newState == Enum.HumanoidStateType.Jumping then
		hum.Parent.Scale *= math.random(-3,3)

Your code attempts to change the character model’s scale which isn’t an actual property. Unfortunately, you can’t scale R6 characters like you can with R15 characters so you’ll have to do it manually.

Here’s a reference to another post to get you started: How to size a r6 Player?

This is a supposed tool that helps rescaling of R6 and R15 characters (use at your own discretion): Character Scaling (R6 and R15) - Roblox

Implemented the new code, and a new error popped up.
Screen Shot 2023-11-14 at 1.36.32 AM

local char = script.Parent
local hum = char:WaitForChild("Humanoid")

local Width = 1.5
local Height = 1.5
local Depth = 1.5
local Head = nil
local Vector =, Height, Depth)

hum.StateChanged:Connect(function(oldState, newState)
	if newState == Enum.HumanoidStateType.Jumping then
		local Player = game:GetService("Players")
		if Player == nil then return end
		if Player.Character:GetAttribute("Scaled") == true then return end
		Player.Character:SetAttribute("Scaled", true)

		local Humanoid = Player.Character.Humanoid
		if Humanoid.RigType == Enum.HumanoidRigType.R6 then
			local Motors = {}
			table.insert(Motors, Player.Character.HumanoidRootPart.RootJoint)
			for i,Motor in pairs(Player.Character.Torso:GetChildren()) do
				if Motor:IsA("Motor6D") == false then continue end
				table.insert(Motors, Motor)
			for i,v in pairs(Motors) do
				v.C0 = * Vector)) * (v.C0 - v.C0.Position)
				v.C1 = * Vector)) * (v.C1 - v.C1.Position)

			for i,Part in pairs(Player.Character:GetChildren()) do
				if Part:IsA("BasePart") == false then continue end
				Part.Size *= Vector
			if Player.Character.Head.Mesh.MeshId ~= "" then
				Player.Character.Head.Mesh.Scale *= Vector

			for i,Accessory in pairs(Player.Character:GetChildren()) do
				if Accessory:IsA("Accessory") == false then continue end

				Accessory.Handle.AccessoryWeld.C0 = * Vector)) * (Accessory.Handle.AccessoryWeld.C0 - Accessory.Handle.AccessoryWeld.C0.Position)
				Accessory.Handle.AccessoryWeld.C1 = * Vector)) * (Accessory.Handle.AccessoryWeld.C1 - Accessory.Handle.AccessoryWeld.C1.Position)
				Accessory.Handle:FindFirstChildOfClass("SpecialMesh").Scale *= Vector	

Not sure if the implementation of the model’s code is right.

I’m pretty sure you have to change the size of the character in a server sided script instead of a client sided one. Please let me know if this works!

You path is “Worspace.ElvinWoman.Model.Scale” there is no folder or object called “Model” you will have to index “Humanoid” if you want to access a child called “Scale”.

You can’t get a player’s character because you didn’t specify what player’s character you are getting.

You should take a look at the documentation before making a post, it helps.

Anywho, it looks like you’re trying to write a variable that isn’t accessible by code, what you have to do is use the inbuilt method: ScaleTo(ScaleFactor) to change the scale.