What are some ways I can do to change a character's body parts?

Hello, so I’m trying to come up with a script that allows the player to transform into a monster-like creature by changing the character into another model one body part at a time. How can I pull this off whilst also adding some cool effects to… well make it look cool? Just need some pointers so I know where to start off.

2 Likes

Well… I guess you could use special meshes added into the roblox character’s body mixed with particle emitters or decals. You can also modify joint cframes to make the character appear more monster-like, especially if you want to increase the size of one part, which will make it appear more fluent.

What API/object do I use for that?

You’ll just be modifying the C0 and C1(more probably C0) of a joint, you don’t need any apis for this btw, unless you want to use the scale module. Everything else is just inserting special meshes into the part of a player character, idk how it might handle with R15 if you intend to use that but idk if it’s actually possible to make them work with R15 without welding normal parts with special meshes in them to the r15 parts

By changing the Mesh ID into each MeshPart of the Character, you can change quickly change the part without breaking joints.
Question, @meriadocb. How to change the joint positions of the rig by script without breaking the model? its easy? Everytime I try to move those joints the character breaks, thats why for non human/creatures/monster characters, I prefer to create a new rig.

What about creating different characters with custom joints, like states of monster evolution, and you just replace the entire character of the player with each character state, depending on the evolving level. Like cloning the humanoid appearance into the stored character and then give it to the player.

I turn people into an oreo or a giant head, or make their R6 torso elongated with some custom admin commands and the joint positions they are moved into are perfectly fine. It’s that the joints use specific CFrames and you need to be able to figure out what the base cframes of those joints are and then work from there. Trust me I broke some rigs too at first before i knew that but after i figured it out modifying joints was easy

Yup I do that too, in many funny ways, changing the humanoid scale, giant heads, weird bodies, etc… Thats not changing the joints, just scaling.
Then whats the way to change the joint positions? like, put both legs in the same joint position, like having 1 leg?

Btw no difference with r6 and r15, both are easily scalable

For the elongated torso I need to modify the arms and legs joints so they don’t clip into the torso, for the giant head i leave the arms and they’re moved over to the side, and the oreo has the legs pushed outwards while everything else is hidden. I also did a chibi morph command where it uses special meshes with a custom chibi model i made and I have to modify the arms and legs to fit with the little chibi mesh, i also have to modify part size with that one.

1 Like

mmmh then theres something I dont understand. Cause I made chibis (sometimes like an ant size) giants, elongated torsos, paper thin looking, and many weird things, without changing the arms or legs positions, just by scaling the humanoid, and everything works fine. I still want to know how to change the joint position, I will try it later, thank you for ur explanation :3

good luck with that, i try printing the joint C0s in the command bar and modifying them a lot, then copying the resulting C0 i get and using it in the script, just make sure to keep a backup of the model cause command bar and undo don’t go well together.

Yup, thank you, I will try soon.
You could probably, use the command bar, while the game is running, change the C0 position by command bar in game, paste that script in ur notebook, and do changes until you find the positions you like, and once you click stop, you dont have any changes made in ur file, now paste the final code again and use it. So you dont have to use control+z never

i guess that could work, eh, we al have our own methods

1 Like