Converting BodyHeightScale to studs

Hello,

I have a pretty basic question that I’m sure the answer is relatively simple but I’m going to ask anyways.

I was wondering how I can convert the BodyHeightScale value in a Humanoid to a stud value. The way Humanoids measure the BodyHeightScale is through some math which I don’t really understand. Does anyone know the math used to convert these values?


Thank you in advance.

The BodyHeightScale doesn’t change the head so you just multiply BodyHeightScale by 4 and add head size to get the height in studs

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Ah, thank you so much for that. I feel pretty dumb now :sweat_smile:

In addition to this, do you know of any way to take HeadScale, BodyTypeScale, and BodyProportionScale into account? Changing those 3 values alters the final answer.

I don’t use R15 a lot but I decided to play around with the numbers and measure the height with bricks.

  • BodyProportionScale doesn’t seem to change anything (At least for me)
  • BodyTypeScale linearly increases height by 40% at maximum value (It’s clamped between 0 and 1)
  • HeadScale changes the head size normally but because of how the head is connected to the body the result becomes more off the bigger the head is (The head just kind of sinks down the body when it’s bigger)

Generally I would do something like this to measure the height

local Humanoid = -- Path to the humanoid

local BodyHeight = Humanoid.BodyHeightScale.Value * 4
local BodyType = Humanoid.BodyTypeScale.Value * 0.4
local HeadScale = Humanoid.HeadScale.Value

local TotalHeight = BodyHeight + (BodyHeight * BodyType) + HeadScale

You can probably do something with the C1 of the Neck Motor6D to either measure how off the head is or adjust it’s position in case you need very precise measurements, good luck!

2 Likes

This seems to be working great. Thank you so much again!