Help why wont this morph work?

I added it and it’s a custom character and I rigged it using a plugging and it works completely normal if I name it StarterCharacter and put it in StarterPlayer and the animation and stuff but it’s when I want to morph every player into it in a specific time whenever a round starts it doesn’t work it just becomes invisible

How are you trying to morph the character? Perhaps you could destroy all of the character’s physical parts and then add in the custom rig, as well as setting the base as the primary part.

I’m trying to morph everyone or every players character into the ant character like any normal morph by saying for example
player.Character = NewCharacter

but it won’t work and I already set the primarypart

Oh, that’s why. The player’s character is only readable, at least to my knowledge.

What do you mean what does that mean?

When something is readable, it means you can cannot edit it. Think of it like reading a book; you can view it’s data, but you can’t change it (technically you can, but you know what I mean).

Ah okay so is there anything I can do to change everyone’s character? Also I made a video to show it completely

Try this. Don’t destroy the character and replace it, destroy it’s physical instances and replace them.

How would I do that? Like destroy leftleg right leg, head, into I’m so confused

for _, inst in pairs(Character:GetChildren()) do
    if inst:IsA("Part") or inst:IsA("MeshPart") or inst:IsA("UnionOperation") then
        inst:Destroy()
    end
end

Something like that. Didn’t make that in studio, so the syntax may be wrong.

It just kills the player and how would I replace it then just put NewCharacter.Parent = inst?

Clone all of the new parts from the morph and parent them to the character (also set the primary part of the character to the HRP)

I did this

for _, inst in pairs(v.Character:GetChildren()) do
if inst:IsA(“Part”) or inst:IsA(“MeshPart”) or inst:IsA(“UnionOperation”) then
inst:Destroy()
for _, N in pairs(NewCharacter:GetChildren()) do

if N:IsA(“Part”) or inst:IsA(“MeshPart”) or inst:IsA(“UnionOperation”)

then
N:Clone().Parent = inst
end
end
end
end

and it didn’t work[quote=“Attyuo2, post:25, topic:1759201, full:true”]
Clone all of the new parts from the morph and parent them to the character (also set the primary part of the character to the HRP)
[/quote]

Sorry for asking, but could you please format that? I’m having trouble reading the code.

I tried how could I do that I pasted it straight from roblox studio and it’s put like this

for _, inst in pairs(v.Character:GetChildren()) do
if inst:IsA(“Part”) or inst:IsA(“MeshPart”) or inst:IsA(“UnionOperation”) then
inst:Destroy()
for _, N in pairs(NewCharacter:GetChildren()) do
if N:IsA(“Part”) or inst:IsA(“MeshPart”) or inst:IsA(“UnionOperation”) then
N:Clone().Parent = inst
end
end
end
end

To format code, use the </> button, or enclose it in ``` (copy and paste it AFTER the format tags are in so the indents are there)

for i, v in pairs(game:GetService("Players"):GetPlayers()) do
				local OldCharacter = v.Character
				print(v.Character.Name)
				local NewCharacter = game.ServerStorage:WaitForChild("AntCharacter"):Clone()
				
				print(NewCharacter.Name)
				for _, inst in pairs(v.Character:GetChildren()) do
					if inst:IsA("Part") or inst:IsA("MeshPart") or inst:IsA("UnionOperation") then
						inst:Destroy()
						for _, N in pairs(NewCharacter:GetChildren()) do
							if N:IsA("Part") or inst:IsA("MeshPart") or inst:IsA("UnionOperation") then
								N:Clone().Parent = inst
							end
						end
					end
				end

Sorry I figured it out xd my bad

@MGamer_Dev GnomeCode made a great tutorial on how to use custom characters check it out here. :slight_smile: CUSTOM CHARACTERS - How to create, rig and animate - YouTube

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I followed his tutorial when I couldn’t get it right and xd

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