Hi, how do i make accessories that contain multiple welded parts scale based on the avatar size?
I have a pickaxe accessory (not a tool) with a right grip attachment, the pickaxe handle automatically scales with the humanoid size but the rest of the parts do not.
For whatever reason it (only) scales the handle part
which is the one containing the welds and the attachment
/If making the whole accessory scale automatically is not possible, how do i stop roblox from automatically scaling that handle part from the accessory?
In that case I honestly don’t know what’s going on, because I just tried this out by replicating how yours is and its working fine for me.
Maybe you could try weld constraints/another type of weld?
What do you mean by “under the handle”? Do you mean
1 the handle has a child who has a special mesh
or
2 some of accessory’s children have special meshes
The first one. If you do have a special mesh as a child of the Handle directly, you could try playing around with the offset and size to get it to what you want.
Sorry it took so long, but the best I can think of is to either change the handle into a model, and loop through the parts to make them bigger, or use a for loop to try and change each BasePart’s size as seen here Is This the Best Way to Scale a Model?
Ah yes i thought about this too, i found an easier way. I manually scale the accessory before its cloned and then i do accessory.Handle.Size = accessory.Handle.Size / (your avatar scale size, mine is 3) and then i also edit the accessory attachment to fit with the new scale.
I’ve been thinking about this more and im pretty sure this happens because the handle is a UNION, i tried to manually scale it and yeah, it doesn’t scale the same way normal parts do.
Tried it again, it scales the accessory handle part (the one that contains the attachment).
I didn’t read the entire thread in detail, but have you tried manually scaling each of the parts of the accessory by the humanoid scaling size? You might have to leave the handle as-is, but the rest should be scalable that way.