Does this mean we can get a scale coil gear? I vote it to be yellow.
Will this also be added for R6, or is R6 no longer officially supported?
R15 is not even fully done, why would R6 not be supported anymore.
Shrug
I’ve always sorta got the impression that we’re moving away from R6.
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.
So many new things we can do now! Awesome release.
Animations get a little funky at extreme size differences:
One small step for blox, one giant leap for bloxkind.
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.
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:
Looks like head scaling isn’t working correctly
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.
Will this affect “hats” (not necessarily just on the head)?
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.
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
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.