Hey there I was facing this issue recently where if a user has a modified body part for example this here. Well the shadow mesh I have would not form to the left which is normal because it was designed for the default R6 rig look. I was wondering if there was a way to determine in scripting if the user has the default body parts and when they are modified. If you still don’t understand what I am referring to, if you look at the character’s left left you can see that there is a black outline which is an added mesh part but on the right left you can see the shade mesh part but it’s not following the shape of the leg. It’s not an outline it’s really a mesh part.
this is the code I am working with ```lua
local Players = game:GetService(“Players”)
local ShadeCharacter = game.ReplicatedStorage:WaitForChild(“Assets”):WaitForChild(“ShadeCharacter”)
local BodyParts = {“Head”, “Left Arm”, “Right Arm”, “Left Leg”, “Right Leg”}
local function checkCloneAndWeldShadeCharacterParts()
local localPlayer = Players.LocalPlayer
local character = localPlayer.Character or localPlayer.CharacterAdded:Wait()
for _, bodyPart in ipairs(BodyParts) do
local shadePart = ShadeCharacter:FindFirstChild(bodyPart)
local playerPart = character:FindFirstChild(bodyPart)
if shadePart and playerPart then
local meshParts = shadePart:GetDescendants()
for _, meshPart in ipairs(meshParts) do
if meshPart:IsA("MeshPart") and string.find(meshPart.Name:lower(), "shade") then
local clonedMeshPart = meshPart:Clone()
clonedMeshPart.CFrame = playerPart.CFrame
clonedMeshPart.Parent = character
local weld = Instance.new("Weld")
weld.Part0 = playerPart
weld.Part1 = clonedMeshPart
weld.C0 = CFrame.new()
weld.C1 = playerPart.CFrame:ToObjectSpace(clonedMeshPart.CFrame)
weld.Parent = clonedMeshPart
end
end
end
end
end
checkCloneAndWeldShadeCharacterParts()