Tried that too, still same error. Even tried with the updated script.
Does this occur even in a blank baseplate? If so, I think it must be some sort of character-specific issue as I don’t get that error in a blank baseplate. In that case, I think the non-standard head would somehow be the issue.
On a basic baseplate place i have when i’m R6, exact same error.
However, when I tried on a new baseplate experience (my avatar get’s defaulted to R15), I get some weird issues and an error too:
My chosen head shape also doesn’t get kept when switching to classic
I’ve updated the script to fix the R6 portion not working. I’ll have to investigate the C1 for R15 separately.
As far as maintaining head shapes, I’m not quite sure how I can do that anymore. It seems that many of the classic head shapes have been removed? Either that or I’m blind. Could you link me your head? Maybe I can find a way to link it back to the original classic head model, but I’m not sure.
I found where you change your head shape, but I can’t see any obvious way to tell the base head shape. Roblox seems to have uploaded a unique dynamic head for every possible head shape for every single face. So, I’m not exactly sure if this is solvable at the moment…
The HumanoidDescription appears to be identical for both, so I’m at a loss. Until Roblox gives us the ability to check the base head type, I fear the only solution might be to somehow equip every face with every head type and generate a database pointing from those heads to their classic variants.
Upon further inspection, I might be able to determine the base head shape from the relative proportions. However, I will also need to find the original classic head meshes, and will also likely need to determine what their original head relative Y offset is (hopefully it’s the same as the original classic head). I’ll try it out after some sleep.
Im working at own one and i want to tell, they are updated it and u can put any head shape, and you script is dont work with any head shape.
There exist “BodyPartDescription” instances inside “HumanoidDescription” and yall can do it work with any head shape and faces.
Does the head change from a dynamic to classic?
I guess I was blind after all. I’ve now almost implemented this, but I’ve found a strange issue where decals (classic faces) won’t show up using the classic head meshes anymore? They do when outside of the character model, but not inside?
With and without the character ^
This also only occurs when the SpecialMesh’s MeshType is set to FileMesh (while inside of a Humanoid). I suppose I could use a proxy and make it work in a hacky way, but that’s not ideal.
(Forgot to say that this appears to be an R6 exclusive issue.)
Here’s the current version with this issue:
Dynamic to Classic - Head Shapes Development.rbxm (76.7 KB)
- Note that this is an in-development version and not the "Public" release.
- It currently has a major issue as mentioned above.
You’re a lifesaver for making this. This update screwed up our games which have made extensive use of classic faces/saved face IDs, but this module helped fix up the issues and get things back to looking as they were intended. Thank you ![]()
I found out the issue. For some reason there’s a “NoFace” tag assigned to the SpecialMesh which disables face rendering. Removing this fixed the issue:
specialMesh:RemoveTag("NoFace")
We shouldn’t have to do this if Roblox just kept classic and dynamic at the same time instead we have to do this just to the games wouldn’t be broken
Nice find! I’ve updated the main post with an updated main download with this fix. Different head types are now supported. However, I’m not sure if the offsets are correct. Or the sizes, for that matter (although, the sizes should be correct for R6 at least).
An error occurs for headless users. It seems to be because there is nothing inside the head.
here’s the avatar if you want to see
HeadlessAvatar.rbxm (34.7 KB)
For now, I’ve added a special exception for the MeshId of Headless (updated the main download as well).
(head:IsA('MeshPart') and head.MeshId == 'rbxassetid://6686307858')
Let me know if that’s fixed now. If you could, please also test with R6.
I just tested and it works both r15 and r6
this doesnt seem to work for me, im not sure if i’m doing something wrong but my face either remains dynamic or turns into the default smile
Which dynamic head are you using? It’s possible that some may require manual editing in the database.
Sorry for the late reply, I’m using the Furious George face, I checked the modules and it seems there is an id for furious george in there already
Sorry for the late reply as well. I’ve finally looked into it and it seems that there were some parts of the database that had spaces at the start or end of a few random entries. While I could fix each database, and maybe I should have, I decided to put the fix inside of the main script for now (to avoid having to reupload the databases for the time being).
In addition to fixing the few inconsistent names, I’ve also fixed a small part involving the main script merging the published version and the local version of the databases. I accidentally used the wrong variables originally and that is fixed now.
The main download has, of course, been updated with these fixes.
works now!!! thank you!!!
(charlimit)
could this be considered in any way against roblox’s tos?





