So I’m trying to create a simple morph of where the player morphs into a ball.
local part = script.Parent
local rp = game:GetService("ReplicatedStorage")
local planet = rp:WaitForChild("Sun")
local prompt = part.ProximityPrompt
prompt.Triggered:Connect(function(plr) -- triggers main script
local char = plr.Character
local newChar = planet:Clone()
newChar.CFrame = char.PrimaryPart.CFrame
char = newChar -- current player morphs into the new character
newChar.Parent = workspace
end)
But the problem is that the “char” doesn’t get transferred to the “newchar”, the “newchar” just spawns out of nowhere right next to the player’s character.
A good option is to make the current Character transparent, and weld the custom morph to the HumanoidRootPart. (this is really only the case for morphing characters into objects like that yellow ball)
You could do it like this:
local function morphCharacter(character : Model)
for _, instance in ipairs(character:GetDescendants()) do
if instance:IsA("BasePart") then
instance.Transparency = 1
end
end
local HumanoidRootPart = character:FindFirstChild("HumanoidRootPart")
if HumanoidRootPart and HumanoidRootPart:IsA("BasePart") then
local MorphPart = [your sun object thing]
local NewMorphPart = MorphPart:Clone()
NewMorphPart.Parent = workspace
local MorphWeld = Instance.new("Weld")
MorphWeld.Parent = HumanoidRootPart
MorphWeld.Part0 = HumanoidRootPart
MorphWeld.Part1 = NewMorphPart
-- modify your morph part accordingly for stuff like Mass and Collision
-- also other code to remove faces and such
end
end
I could see that working but referring to this video, it looks like it can be done maybe in a way where you don’t have to fake it and just make your original character invisible.
I’m pretty sure the way you’re doing it is pretty old and is not contemporary now.
It’s probably because your planet is not rigged properly like an actual character is. I would recommend going with @OblekfacePC unless you want to rig a planet.
Yes, but since your planet is not rigged, you shouldn’t be using a Morphing tutorial with characters that have rigs. That style of morphing is still relevant if you just want to weld an individual part to the character.