I do not know how to make this npc fatter/wider. Applying humanoid description breaks it entirely. Adding number values to humanoid for body width scale and others also breaks it entirely. The only thing that has seemed to work is scaling it manually which does not achieve the effect I want.
I do not really know but I think there’s an plugin that allows you to resize stuff without restrictions or it breaking, or you could try messing around in the properties tab, best wishes on your game.
what is the plugin name? Is it for npcs or just regular models?
I think its for regular models, but it might work, this is it by the way
Why does changing BodyWidthScale
under the humanoid not work? Please send screen shots showing what it looks like when BodyWidthScale
is set to something like 1.5 or 2.
Edit: Also, if you are trying to scale the NPC on the other axis you can use BodyDepthScale
Hi,
This happens if you set up the BodyWidthScale value by setting the value before renaming it. When you do so, you set the scale to 0, deforming the position and causing such glitches.
So, create a NumberValue, set it’s value to 3, 4, 5, or anything else, and rename it to “BodyWidthScale” afterwards.
If you don’t understand, feel free to ask for a demo.
The problem still happens. As you stated–I put in the number value, set the value to 1, renamed it and it still broke the npc.
Let’s try using HumanoidDescriptions for that. Paste this in your command prompt, and make sure to change the location:
local HumanoidDescriptionFromCharacter = [location].Humanoid:GetAppliedDescription()
HumanoidDescriptionFromCharacter.WidthScale = 3
[location].Humanoid:ApplyDescription(HumanoidDescriptionFromCharacter)
This should be more stable than messing with a value.
EDIT: …as long as it’s not how you proceed with HumanoidDescription before + It keeps the character’s proportion and will probably be less “off”.
it’s very weird because it resizes it mostly correctly now (it’s still off a decent amount) but it also moves all the character parts so when it pathfinds the humanoid root part is greatly offset from the actual character.
This is normal. Apparently, scaling does also offset your HumanoidRootPart. Try maybe copying the Root joint in LowerTorso, perform your scaling, and insert it back by reassigning the Part0 to HumanoidRootPart.
I see what you were talking about, don’t worry. Anyway, did you try the following:
Yes I tried that but it still doesn’t work. Doing that translated it back to its original position but when you play the game (no scripts enabled) it is instantly offset again.
I found out why. When you scale, it somewhat offsets the “RootRigAttachment”, that is responsible of the re-set while in-game. In a nutshell, you need to set the attachment’s X coordinate to 0 before scaling via HumanoidDescriptions. That’s it.
Also, not going to lie, but you weren’t lucky with this zombie model, since there are some messed up things.
Oh my goodness, thank you so much–you’re a genius Works perfectly now! Thank you so so much for your help. You saved me so so so much headache.
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