NPC Scaling issues

Think an NPC, such as a zombie. If you wanted a bigger Zombie, you’d resize the Model and voila - a Giant zombie.

Where everything was fine, nowadays a lot of issues arrive upon trying to scale an NPC such as this Zombie.
When this Zombie is resized currently, the ParticleEmitter’s effects, Accessory Scale, Humanoid details such as JumpPower, HipHeight and NameDisplayDistance are automatically ‘proportionally’ sized too.
The model’s new ‘Scale’ also changes from 1 to 1.125, 2, 0.5 or whichever increase it may be.

Any NPC Zombie model prior to this weird scaling feature has a Scale of 1, regardless of whether it’s actually bigger than the ‘standard’ character size.


Adding a new accessory to a character now results in the accessory being buggy. Before this scaling it already scaled well, but now it starts acting up, only on certain Zombie model. For some reason it still works fine on a rig-made Dummy, but not on these Zombies; something it used to do fine…

I don’t want the values inside the Humanoid and Particles scaled along. How can I prevent this from happening?

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bump.

Anyone happens to know to to prevent this from happening?

That’s because they have their own auto scaling. It mostly happens with free models that were modified to use a custom scale. If your using a imported character you shouldn’t be having this issue. You need to change these priorities manually. If I’m not mistaken character scaling should show up in the model if not then check the Humanoid properties.

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image

Regardless of whether ot not this bool is checked or not, it keeps the same behaviour

Try this

:sweat_smile: No idea what the DevForum is doing. I can’t see the image

Try this (I made sure the image loads)

Hmm… not a fan of adding more extra stuff. Besides the HipHeight it does seem to work. Thank you :+1:

Your welcome I’m not 100% sure why it’s doing it. Could be a plug-in messing with the values I’m not sure.

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Was literally having problems with this yesterday :rofl:

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