So in my game players will be able to buy “skins” for their character. The game is r6 and the skins are simply models. What I want to know is how I would put this model on a player when they equip it from a gui.
How would I make it so these skin models go over the normal player?
Weld them to the player, either have it as a model and then have part called Middle, which would have the same position as the body part of the player.
Another option is having a pre-made weld and just setting the Part0 property to the bodypart of the player.
Well basically what I suggest doing is the following:
If it’s a model first weld everything together, I suggest using Moon Animator's weld if you got Moon Animator for free else I suggest to use a plugin or the script for it and save the model with the welds.
Then once everything is welded together you want to position it over a dummy, now you weld the main part to the body part of it’s choice then when this is done select the main weld and set the Part0 property to nil (here I am assuming that welld.Part0 = character["BodypartName"] and weld.Part1 = mainPart) now group all the parts together and call the models/parts to each bodyPart’s name, you could also call the welds to their respective bodyPart’s names and parent them to the model.
Now for the scripting you’ll have to clone the model, set the welds to the character and parent the model to the player.
So pretty much set up the welds on a dummy, then remove the weld.0s. Then make the welds part of the model. Then when a player equips a skin model it’ll set weld.0 to the body parts right? So would I name the individual parts of the model to the same name of the body or does that not matter?
Either parent all the welds to the morph model (the model with all the bodypart sections) and call the welds per bodypart and loop through the welds, or loop through the models/parts under the morph model and get the weld from the model and then set them like that.