So me and my team have been trying to work on a game called Drawkill Terror. But the problem is that we have been trying to turn one of our favourite characters into a morph for almost a year…
We did try using a simple morph script but that ended up killing the player… then we tried using an R15 morph template… when we tested the morph the limbs were going crazy! This gave us an idea that we might need to animate it… perhaps? But how could you animate a morph that has over 20 parts (That are meshes) per limb? If you have any ideas, please leave a comment.
I’d suggest making unions per joint, and then for the extra parts that don’t move (eyes, etc), add them on via welds. Remember that upon rigging your character, it needs to contain these parts to function:
-Humanoid
-HumanoidRootPart
-Torso
-Head
I usually weld my Torso and Head parts to the HumanoidRootPart, rather than bind them to the actual model. For the actual torso part, I name it “Torso1”, and I also name the Head part “Head1” (the actual head and torso visible on the model), as the rig tends to act funny if I were to name these two parts the actual names. Then, I duplicate the HumanoidRootPart and place it where the “Torso”, and “Head of the model would be (also name them Torso and Head), and weld them to the HumanoidRootPart.
Everything in any character construct revolves around the HumanoidRootPart and the Head. If you have those two, just rig the character around those parts. They don’t even need to be connected directly, they can be apart but held by a Motor6D.