MeshPartHeadAndAccessories should keep the player’s head CanCollide true. This is historically what the behavior has always been. I was unable to find if this change was intentional, but if it is, it messes up backwards compatibility with numerous doorways and small openings. Conversely, CanCollide MeshPart heads could be pretty awkward.
Overwrites the MeshContent, TextureContent, and collision geometry properties of this MeshPart from the given source meshPart. Most of these properties are read-only and cannot be changed during runtime on their own directly. To keep MeshContent and physics data in sync, they must be updated together. Copies the following properties:
Previous post:Hi Developers, We are going to be migrating the full catalog of Head and Accessory items to use MeshParts instead of SpecialMeshes inside of Pa...
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In the near future, MeshPart Heads and Accessories will be required for new features like: Skinned Meshes; Layered Clothing; Physically based rendering; ... Resize the MeshPart to the size of the current head. Rename the MeshPart to “Head” and delete the current head part; Rig the character with a new “Neck” Motor6D ...
So, dynamic heads, and, in fact, all R15 body parts, are created using something known as a "MeshPart". But, for R6, all body parts are created using a "CharacterMesh". For R15, dynamic heads are super simple, you just change "mesh ID" (AKA the number in the URL of the head when you open in it the website Catalog) of the MeshPart that represents the head, but for R6, the dynamic head author ...
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The dragon “head” accessory will be a MeshPart and work with some of the future features, but you’re correct facial animation probably wouldn’t work with a “head” accessory. Any update on this? The crimson claw and various other ‘legacy’ packages haven’t had their heads turned into actual head parts yet.
Controls the `Class.Workspace.MeshPartHeadsAndAccessories` feature.
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Assuming everything goes well, within the next couple of weeks for heads, and soon after that for accessories. Quick Question: If you assume everything goes well but there are some problems/bugs within the game settings or the MeshParts and SpecialMesh instances with this change as some users might report it to here or #platform-feedback:engine-bugs, would you possibly expect the full release ...
I’m trying to make a script that automatically turns all accessories into a meshpart. The meshid, meshtexture and everything is working correctly, but I cannot seem to calculate the correct scale. Any help would be apper… I’m trying to make a script that automatically turns all accessories into a meshpart. ...
Also, MeshId cannot be edited with the script if the hat is a MeshPart, so some of the textures would look broken since they are on the wrong mesh. This just makes it stupidly complicated, as there would now have to be 2 MeshParts, one with the new mesh’s MeshId, and one with the standard one.
I’m trying to make a script that converts all accessories in a rig into meshparts for a system I’m making. However; I can’t seem to get the scale just right. It is either too small or too big local AssetService = game:GetService("AssetService") local character = workspace:FindFirstChild("TargetRig") local rig = character:Clone() rig:PivotTo(rig:GetPivot() + Vector3.new(5,0,0)) rig.Parent ...
Hello robloxians from all across the world! I am here to plead for your help regarding a certain issue of mine. You see, I have a character customization system in my game, and recently I have started to improve it a tad bit more. Most things went smoothly thankfully, yet I have ran into a roadblock I haven’t yet been able to get over. Now, there is already a thread with my question, mainly ...