We’ve created these arms for a first person shooter. They support the player’s body color and classic clothes. The problem is that they require a SurfaceAppearance to work. And you’re not allowed to change the “ColorMap” property during run-time. If you use a regular MeshPart without a SurfaceAppearance the color of the transparent part of the texture becomes black. I know there’s an old hacky method that uses a SpecialMesh for the mesh and a decal as the texture, however you can’t modify bones if you use a SpecialMesh. So I was wondering: is there any way to change the texture of a MeshPart during run-time while maintaining the transparency feature of a SurfaceAppearance?
Below I added an images and a video with an in-depth explanation of the problem.
Unfortunately that wouldn’t work because the decals don’t follow the unwrapped UV map. For some reason using a decal combined with a SpecialMesh has interesting behavior where the decal acts as the texture, this doesn’t seem to be the case for MeshParts sadly
Could you put a humanoid and shirt object in the model? If you name the mesh LeftArm or Torso, it should hopefully work
I don’t see another way it could work with alpha