local BodyColorProperties = {'HeadColor','LeftArmColor','LeftLegColor','RightArmColor','RightLegColor','TorsoColor'}
local HumDescription = PlayerS:GetHumanoidDescriptionFromUserId(plr.UserId)
local BodyColor = Instance.new('BodyColors')
for i = 1, 6 do
local v = BodyColorProperties[i]
BodyColor[v] = HumDescription[v] -- BrickColor.new(HumDescription[v])
end
I know that I can do
BrickColor.new(HumDescription[v])
Color is expected to be BrickColor and Color3 is expected to be Color3, which in this case it’s inconsistent
You would have to make your own method of saving them (this could be done by making a dictionary where each index is the name of the property and the value is the current value of that property).
I’ve found it most commonly occurs when applying descriptions using GetHumanoidDescriptionFromUserId(), where body parts differ from the previously applied body parts.
The bug appears to happen roughly every 1 in 10 and is quite a pain as some players get stuck in an endless loop of having the humanoid description applied on spawn then being killed immediately.
@CalGamesDev Can you clarify how this new system handles custom characters? For example, say I have a two custom R15 characters: one is very tall, and one is very short (meaning that the skeletons have different bone / Motor6D spacing). If I use HumanoidDescription to switch between the two, can this new system handle such cases in which the bones / Motor6Ds are spaced differently?
The HumanoidDescription system doesn’t work if you’re using a starter character placed in starter player service. You can set anything on a HumanoidDescription, and it should work ok. Please let me know if you experience any problems
Can you guys add a delta option to Humanoid:ApplyDescription so that it only overwrites values of the Humanoid’s current description if a property of the applied description differs from its default value?
As of right now, loading animation packs from the website as HumanoidDescriptions is picky because it turns your avatar into MrGrey when you apply them.
This change might require the default BodyColor values to be updated to a grey color, but that shouldn’t be a big issue (hopefully… )
Agreed, it’s too unpredictable to use with NPCs, not to mention adding an Animate script to them still does not always work, even when yielding until after the Animate script runs.
There is a weird behavior with the current implementation of the HumanoidDescription. You’re unable to apply descriptions to any humanoid until atleast 1 player has had their character loaded in the workspace. This prevents Developers from applying outfits when game is just starting and first players are still loading.
From the example file we see that Humanoid:ApplyDescription will throw an error and will successfully work when ran again after character is loaded. Is this intended behavior?
I really really really really really want to use this feature however I need the ability to use the assets on my profile in my group game. That’s literally the only thing stopping me. I set everything up using a place on my profile not realizing they wouldn’t work in the group game and it took me hours to upload everything to my profile and get the IDs.
Edit: I’ve turned this into a Feature Request as I feel that will get more traction