R6 doesn't respect Dynamic Heads' intended R15 position and scale

When switching from R15 to R6, dynamic heads don’t use the same NeckRigAttachment position. Instead, the dynamic head is positioned based on the center of its bounding box. This effect gets more evident with asymmetrical dynamic heads. There is also no unity between the dynamic head scales for Rthro heads.

Correct NeckRigAttachment position and mesh scale in R15:
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Incorrect NeckRigAttachment position (becomes centered based on bounding box) and mesh scale (becomes smaller) in R6:
image

The Fragmented Bundle by Roblox was also centered based on its bounding box in R6 before it was manually fixed. It demonstrates an example of an extreme case.

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As a Dynamic Head maker, it’s very frustrating to see my heads shift position when my customer becomes r6.

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honestly, r6 is the classic way of making roblox avatars. Its not really intended to support animated faces or heads.