This is a topic I wanted to make for quite sometime since I can’t find a single way to do this. So, I have a character model for my game, and I want my player to morph into that character. The problem is I’m not sure how to do it. I have made a system that can morph the character, but there are many limitations, such as not being able to change the body part meshes. Any help is appreciated!
How does the current system work? Can you show me an example how your current morphing system work in-game?
I coded this very long ago. Sorry if its messy.
local currentskin = p.EquippedSkin.Value
local c = p.Character
c.Archivable = true
local sabercolor = game.ReplicatedStorage.CharModels[currentskin].Properties.Theme.Value
for i,v in pairs(c:GetChildren()) do
if v:IsA("Accessory") or v:IsA("Shirt") or v:IsA("Pants") or v:IsA("BodyColors") or v:FindFirstChild("face") or v:IsA("Hat") then
if v:FindFirstChild("face") then
for e,s in pairs(v:GetChildren()) do
if s.Name == "face" then
s:Destroy()
end
end
else
v:Destroy()
end
end
end
local clone = game.ReplicatedStorage.CharModels[currentskin]:Clone()
for i,v in pairs(clone:GetChildren()) do
if v:IsA("Shirt") or v:IsA("Pants") or v:IsA("Accessory") or v:FindFirstChild("face") or v:IsA("BodyColors") or v:IsA("Hat") then
if v:FindFirstChild("face") then
v.face.Parent = c.Head
else
v.Parent = c
end
end
end
What’s the in-game results though? What do you get while being in-game?
It works in a way, but I’m wondering if this is the most efficient way to do it? This system also has some limitations. I can’t change the bodyparts of the character, so I can’t morph the character to a bundle like Rthro.
If you cant put BodyParts in it, that means the model doesnt have humanoid in it and Correctly named parts (Example: Left Leg
)
And thats good code so far you’ve made for the script. But not gonna lie that its messy:p
I can’t change the MeshId of the body parts. The script just doesn’t let you.
Humanoid Description, never used it but look it up.
HumanoidDescriptions don’t let me use custom accessories unfortunately