I have an issue concerning Dynamic Heads. The issue is a weld or attachment to the dynamic head is causing these severe graphical issues. I have rigged meshpart hair attached to the head as an accessory. Sometimes this graphical bug occurs with Dynamic heads.
I have tested 14 dynamic heads and this issue is shared some of them. I’ve been trying to work around this by creating a fake head with the same size and cframe attached to the head and replacing Part1 of the AccessoryWeld with the fake head but this causes other issues with such as BodyWidth and BodyDepth scaling.
With the dynamic heads created by ROBLOX usually the issue is this
This issue is also on the server and is just a graphical bug with objects that are attached to the Dynamic Head. This is causing me a massive headache. What do you guys think?
I have a reproduction file demonstrating 3 Dynamic Heads with 3 different Rigged MeshPart Accessories and one extra one that demonstrating how it is intended to look to show it does work in most use cases.
I fixed this with some code. To do this I maintain the AccessoryWeld, Enabled=false along with a fake head inside the original head attached at cframe 0,0,0 with a Motor6D. After disabling the AccessoryWeld you can replace it with a motor attached to the fake head. Then I reconstruct the accessory weld cframe by reading the hair attachment.
local function scaletohead(head,handle,headattach)
--local head=character.Head
--local headattach=head.HairAttachment.CFrame
local handleattach=handle.HairAttachment.CFrame
local w=Instance.new("Motor6D")
w.Part0,w.Part1 = handle,head
w.C0 = handleattach--Root2.CFrame:toObjectSpace(Root1.CFrame):inverse()
w.C1= headattach
w.Parent = handle
w.Name=head.Name.."Joint"
-- ResizeScale(Subject,Scale)
end
This solves the above issue since it is only caused by some rigged armatures bones conflicting with the bones of the face. OR whatever is going on with the visual bug.