The parts serving as arms for the player naturally come with a bevelled edge.
However, copying these arm parts and putting them into workspace removes this edge, how would I keep them?
insert a group instance then put humanoid instance inside of it with your part your part’s name has to be torso in order for it to became bevelled. What we are doing here is basically tricking the engine into thinking that it’s a living character.
If you just want to copy the beveled arms then there are arm meshes that you can put into those Parts. You should be able to find them in the Toolbox, but as always, preview the Toolbox items and open up all the children. If you see anything that isn’t the Part or the Mesh, then don’t put it into your Place.
Can’t you just make beveled part in blender!
It is easiest way I think !!!
I’m changing the solution as the first method does not work well if you’re trying to implement ViewModel animations for an FPS game.
For anybody else stumbling upon this thread; the best solution is to insert a SpecialMesh into a part and add a MeshId of rbxasset://fonts/leftarm.mesh
or rbxasset://fonts/rightarm.mesh
(they’re both identical).
you just saved me thank you so much dude
btw, another piece of small info to add on, you can just replace the body part in the name if you need it for the torso,
rbxasset://fonts/torso.mesh