im gonna keep this brief. your points are insightful but also a few of them are at their core criticisms of my modules philosophy, which i should definitely make clearer on the readme.md. at the end is a very fundamental issue in your module.
this whole blob of text below is not an argument its a defense addressing your claims.
p means paragrpah f means footnote
p1 - youâre right, i didnât realize roblox still supported head shapes. thanks for pointing that out. can you share with me the bundle id of that dynamic head please?
p2 - i donât rely on humanoiddescriptions- my module replaces the head in totality. i use humanoiddescriptions to check whether the figure has a dynamic head, because checking the meshid of the head is inconsistent between r6 and r15
p3 - my module is concerned with the growing population of dynamic heads.
p4 - the syntax is dead simple. i donât understand the argument of assuming beginners already know json, csv, and lua tables. especially since beginners that know these three formats will easily grasp my own. you said arguably, but its not at all less intutive than any of those three. the 485-line parser is a valid argument but itâs also pretty clear code-wise especially when i add comments and documentation. it also has the potential for expanding its syntax if necessary for a new feature, which is pretty sweet.
p5 - you misinterpreted my definition. there is a lot of functionality with my module to allow it to be implemented in any project with a strong degree of control. i recommend you check the (poorly-written) docs/api.md. the module unperformant thing is obviously a joke; but also a slight truth considering the usage of http and optional federation. its not a goal its a byproduct of my modules philosophy
p6 - in other words cut down the code and fix the head mesh issue whilst maintaining functionality?
f1 - 
f2 - thatâs where we disagree fundamentally- roblox is seeking to push dynamic heads, and i believe the options for having classic head and face properties on the humanoiddescription will be inevitably deprecated and/or unfunctional in due time, or even potentially removed. only time will tell. i never said anything about humanoiddescriptions themselves.
my point of being scalable / production-ready stands here. on me and my family this bit is not to slander your module.
reface, after calling .init()
tfog:
both of our modules seem to have issues. but it seems like while my issue is size and the head thing, and your pretty sweet future-proofing argument which iâll heed to; yours just didnât work at all.
real life scenario: my projects structure is complicated, and having to troubleshoot reface is not in my interest. iâm seeking a drag-and-drop. there were no errors in the console or anything.
local function onPlayerAdded(player: Player)
player.CharacterAppearanceLoaded:Connect(function(character: typing.CharacterModel)
print('a')
convert.convertCharacter(character.Humanoid)
end)
if player.Character then
print('b')
convert.convertCharacter((player.Character :: typing.CharacterModel).Humanoid)
end
end
adding prints (i dont personally use breakpoints) in your playeradded function shows convert.convertCharacter doesnt run at all. characterappearanceloaded is annoying to work with in general too. so, knowing characterappearanceloaded is just terrible, and assuming the character wasnât registering as loaded at all, i tried this:
local function onPlayerAdded(player: Player)
player.CharacterAppearanceLoaded:Connect(function(character: typing.CharacterModel)
print('a')
convert.convertCharacter(character.Humanoid)
end)
if player.Character then
print('b')
convert.convertCharacter((player.Character :: typing.CharacterModel).Humanoid)
else
player.CharacterAdded:Wait()
print('c')
convert.convertCharacter(player.Character.Humanoid)
end
end
âcâ prints, which is great-
however, my characters face regardless stays this stupid-looking
our modules have their differences especially in philosophy. but while the bare minimum for me is making head meshs translate properly, your bare minimum is having reface work for large projects and also having it work for normal avatars. it doesnât account for the default head mesh, and so everyone whoâs used reface at this point will have this bug in their database, potentially unknowingly.
this is where an http-driven approach thrives- its as simple as going into a url and appending a value which accounts for the default head mesh. also this hasnât been brought up yet, but this is where a version checker like my module has, also thrives.
as a sidenote: your module should be drag-and-drop by default in my honest opinion. in my opniion, having to call init is an artificial way of giving the user control.
other side note: i really conflated humanoiddescription.head in this post i believe. this is shown with your paragrpah #1. is desc.head it not used for dynamic heads? or is it for putting both a regular head mesh and dynamic head mesh? the latter is a quick fix on my part
other side note: iâd recreate this forum post and delete/hide this one. while this is a pretty productive debate, sorry for bloating your post.r