Humanoid screws up scale of parts

I’m currently in the process of making a custom NPC rig for my game but when I add a humanoid it makes some of the parts stretch and deform.

(without humanoid)
image

(with humanoid)
image

I have no scripts currently and have tried changing the humanoid settings to fix it but I have had no success.

2 Likes

Are these all from a MeshPart model created in a 3D program like Blender?
There are other posts about issues with resizing an entire Mesh model imported this way.

Are those black joints MeshParts or SphereMeshes?

The joints are simply sphere parts. the only MeshPart in the model is fine

have you tried just to resize it back they were

This worked but I’m still really confused why it happened in the first place.

Parts shaped as “Ball” shouldn’t deform like this, that’s why I asked.
You said sphere which made me wonder if you have a “Block” Part with a “SphereMesh” in it to make the sphere. If that’s the case I was wondering what the Scale of the SphereMesh changed to as well as the size of the Part when you tested it.

No SphereMeshes were used at all. But the scaling of the Ball shapes were made unequal when I added the humanoid in which caused that deformation.

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