R15 Character Scaling

You are now able to dynamically scale R15 Characters.

Demonstration:
https://gyazo.com/5d4c0c4d02ffb791403dbb44fe194a94

There are four new NumberValue objects in the Humanoid of R15 characters.

BodyDepthScale
BodyHeightScale
BodyWidthScale
HeadScale

Changing these values will scale the character by multiplying the original size by the current value for that dimension. The body parts of the humanoid will be scaled in all three dimensions while the HeadScale will scale the head uniformly.

Scaling while running:
https://gyazo.com/696b4923d03dd64d46b0029761277cab

Try it out here, this place is also uncopylocked if you want to have a look at the code.

Example code
local RbxGui = assert(LoadLibrary('RbxGui'))

local SliderGui, SliderValue = RbxGui.CreateSlider(1000,75,UDim2.new(0.5, 0, 0.479999989, 0))
SliderGui.Parent = script.Parent.Frame
SliderGui.Bar.Size = UDim2.new(0.5, 0, 0.025, 0)
SliderGui.Bar.Position = UDim2.new(0.5, 1, 0, 60) --UDim2.new(0.5, 0, 0.225, 0)

SliderValue.Value = 500

while true do
	wait(.1)
	if game.Players.LocalPlayer then
		local character = game.Players.LocalPlayer.Character
		if character then
			local humanoid = character:FindFirstChild("Humanoid")
			if humanoid then
				if humanoid:FindFirstChild("BodyHeightScale") then
					humanoid.BodyHeightScale.Value = (SliderValue.Value/1000)*6
				end
				if humanoid:FindFirstChild("BodyWidthScale") then
					humanoid.BodyWidthScale.Value = (SliderValue.Value/1000)*6
				end
				if humanoid:FindFirstChild("BodyDepthScale") then
					humanoid.BodyDepthScale.Value = (SliderValue.Value/1000)*6
				end
			end
		end
	end
end
64 Likes

People who are my best friend: TheGamer101

25 Likes

Does this mean we can get a scale coil gear? I vote it to be yellow.

28 Likes

Will this also be added for R6, or is R6 no longer officially supported?

3 Likes

R15 is not even fully done, why would R6 not be supported anymore.

1 Like

Shrug

I’ve always sorta got the impression that we’re moving away from R6.

2 Likes

Oh man, this opens up a lot of fun possibilities. Keep up this kind of stuff & everyone is gonna be itching to make the switch to R15.

1 Like

So many new things we can do now! Awesome release.

1 Like

Animations get a little funky at extreme size differences:

https://i.gyazo.com/5b158788323a097ac98135113204f448.gif

15 Likes

We’re all having a great time.


9 Likes

@Digital_Boy maybe it’s a good time to add R15 to our game?

One small step for blox, one giant leap for bloxkind.

17 Likes

Went in the game and someone suggested that we can now make a game about the players scaling themselves to solve puzzles or whatnot. Concept’s up for grabs.

3 Likes

Made my own demo for this. You can individually scale the 4 values, with an included uniform scale option.
You can check it out here:



3 Likes

Looks like head scaling isn’t working correctly :frowning:

I think I’m scaling the SpecialMesh Scale as well as the size of the Head part. I will try and get a fix out for this ASAP. I don’t think this is a reason to turn off the flag though, for now you can just set the Scale back to Vector3.new(1.2, 1.2, 1.2) on Changed for the Head SpecialMesh.

1 Like

Will this affect “hats” (not necessarily just on the head)?

4 Likes

R15 probably shouldn’t use the SpecialMesh head. After all, aren’t you guys trying to deprecate that class?
If it was using a MeshPart, that would also open up the ability to scale the head to non-uniform scales.

Oh by the way, characters like to die if you resize the character too frequently and there’s latency.

2 Likes

The characters seem to have trouble rotating to direction they are working towards when they are big

I’m using that script you supplied. though the head is 1.6 and I’ve changed the mesh offset to 0.6

1 Like

R15 Bloxkin simulator confirmed?

Also… found a bug. If you set it the values to 0 or lower, the character disappears and has to respawn.

9 Likes