So i want to know why when i have my model with the bricks at the usual default size, it won’t morph properly and ends up with the animations playing fine but the model is literally just frozen and wont move. Then when i resize all parts inside the model smaller it works fine.
Do humanoids or models have an issue morphing into parts of a certain size bigger? Because this is almost certainly the issue. If i size myself to 2 for example, then the original large model will load because it fits into this player to brick size ratio.
Think of it like a torso hitbox. It should fit within the main bulk of your character’s chest area.
You could also try toggling massless on a bunch of non-root parts now that that’s been released and see if that helps. I’m pretty sure the issue is with the weight of the character vs the force the rootpart exerts when you try to move. I think movement force has always been proportional to its size.
I’ve tried massless before and I don’t think weight or mass is the issue because the character starts spawned in mid air and the larger morph only freezes in mid air but still plays animations. I’m convinced the issue is to do with the ratio between the size of the humanoid and the size of the model. If there was a script to resize an R6 I could solve the issue.
I just tried changing the rootpart’s size to this, which is bigger than any parts in the model, yet it still freezes in mid air. Should I make it larger? And yes, it always happens on characters with specifically large part sizes.
All parts are smooth, I think the only solution as far as i know to this issue is to do what I posted in the first part and make all part sizes 1,1,1 which I know to work, then just manually resize each mesh inside the part so that it looks like the original model again, the only difference this time is that the parts inside are all smaller.
Just set all density and weight to lowest possible, still freezes on spawn. Rootpart raised, still freezes. I dont know how you would set humanoid HipHeight. It’s not anchored. I am testing this in studio.
One thing to note is that if I go in game and play, it will freeze. Then I say :Size me (any number) 2 for example. I am sized to 2, the character falls down from the sky and plays perfectly. Then i size me back to 1 and now the morph works perfectly. Only if sizing is used though, so it has something to do with the sizing thing.
I am using a welding script inside the model, however the other models that work are using this exact same script, plus i even removed the script at one point to test it and it still did not fix anything. The only conclusion I can draw from all the information available to me is that the part sizes are too large in my model.
This definitely has to be an issue regarding your model or how you’re attaching it to the character, not the size of the parts you’re using. Humanoids are capable of supporting models well above their own weight (though the RootPart should be proportional to the model as mentioned earlier).
Between changing the size of the model and not, what other changes did you make at this time? How did either model behave? I feel like there is a very grim oversight being made here that’s causing this.
Scaling does not break any of the welds because I can scale that working smaller version to any size except over a certain large size by which point it seems that it does not work. Even all my other morphs are all scaled relative to each other and they have had no issues. The only issues i have had with this freezing in the sky all come from a character that is very large,