I want to achieve a character customization system like in the popular game MeepCity by alexnewtron.
My issue is to render the character and show all the assets from the catalog.
I’ve tried many solutions, even free models.
I have not found a solution on the DevForum.
https://i.gyazo.com/fc0752b96ac58aeb7f9ca248e2965fd5.mp4
Could we see some of the code you tried?
1 Like
-- character render
--Services
local RunService = game:GetService('RunService')
local UserInputService = game:GetService("UserInputService")
--Localize
local instance,newRay = Instance.new,Ray.new
local v2,v3,cf,udim2 = Vector2.new,Vector3.new,CFrame.new,UDim2.new
local insert,random,abs = table.insert,math.random,math.abs
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
--Basic setup
local ViewPort = script.Parent.ViewportFrame
--Settings
local Offset = cf(0,1,-6)
--Create the viewport camera
local Camera = instance("Camera")
ViewPort.CurrentCamera = Camera
local ValidClasses = {
["MeshPart"] = true; ["Part"] = true; ["Accoutrement"] = true;
["Pants"] = true; ["Shirt"] = true;
["Humanoid"] = true;
}
local function RenderHumanoid(Model, Parent, MainModel)
local ModelParts = Model:GetDescendants()
for i=1, #ModelParts do
local Part = ModelParts[i]
if ValidClasses[Part.ClassName] then
local a = Part.Archivable
Part.Archivable = true
local RenderClone = Part:Clone()
Part.Archivable = a
if Part.ClassName == "MeshPart" or Part.ClassName == "Part" then
PartUpdater = RunService.Heartbeat:Connect(function()
if Part then
RenderClone.CFrame = Part.CFrame
else
RenderClone:Destroy()
PartUpdater:Disconnect()
end
end)
elseif Part:IsA("Accoutrement") then
PartUpdater = RunService.Heartbeat:Connect(function()
if Part then
if RenderClone.Handle then
RenderClone.Handle.CFrame = Part.Handle.CFrame
end
else
RenderClone:Destroy()
PartUpdater:Disconnect()
end
end)
elseif Part.ClassName == "Humanoid" then
--Disable all states. We only want it for clothing wrapping, not for stupid @$$ performance issues
RenderClone:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Running, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.RunningNoPhysics, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Climbing, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.StrafingNoPhysics, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Landed, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Flying, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Freefall, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Seated, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Dead, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Swimming, false)
RenderClone:SetStateEnabled(Enum.HumanoidStateType.Physics, false)
end
RenderClone.Parent = Parent
end
end
end
--Let the world load before starting
wait(1)
local function Render()
ViewPort:ClearAllChildren()
--Render the character
local Char = instance("Model")
Char.Name = ""
Char.Parent = ViewPort
RenderHumanoid(Character,Char)
end
--Handle changes
Character.DescendantAdded:Connect(Render)
Character.DescendantRemoving:Connect(Render)
--Initialize
Render()
CameraUpdater = RunService.Heartbeat:Connect(function()
if Character.HumanoidRootPart then
Camera.CFrame = cf(Character.HumanoidRootPart.CFrame:toWorldSpace(Offset).p, Character.HumanoidRootPart.CFrame.p)
end
end)
Unfortunately I was not able to figure out the customization part of this system.