I did try to look this up but this seems to be one of those topics that neither seems to be solved or talked about.

My goal for scripting is to make the R6 body bigger but keep the head the same size as its default size.

I discovered a script inside a morph that almost achieves my goal, the only issue is that it basically makes you larger evenly in all directions, basically scaled up versions of the default.

I want to try to make thin and tall, or stocky and short characters, and I modified the script to try and achieve a character size of (1,1.5,1)

My picture of my progress: Picture of A, B and C. It’s a Gyazo link.

A is the default. B is what I’m trying to go for. C is what happens after I modified the script to achieve the closest result to the goal.

This is the script: Pastebin, something seemed to go wrong on pasting it in the typical coding block. EDIT: Someone fixed it.

local Percentage = 1 -- 1 = normal, 0.5 = half your normal size, 2 = double your normal size
local NewPercentage = Vector3.new(1,1.5,1)

local FixedPercentage = Vector3.new(1, 1/1.5,1)
local HeadPercentage = Vector3.new(1,1.5,1)
local LastGrowth = 0
local HumanoidTable = { ["Head" ] ="Head"}

script.Parent.Touched:Connect(function(Hit)
	if time() - LastGrowth > 1 then
		LastGrowth = time()
	
		local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
		
		if Player and Player.Character:FindFirstChild("AppliedGrowth") == nil then
			local Motors = {}
			local NewMotors = {}
			local NewVal = Instance.new("BoolValue")
			NewVal.Name = "AppliedGrowth"
			NewVal.Parent = Player.Character
			
			
			for i,v in pairs(Player.Character.Torso:GetChildren()) do
				if v:IsA("Motor6D") then
					table.insert(Motors, v)
				end
			end
			table.insert(Motors, Player.Character.HumanoidRootPart.RootJoint)
			
			local HatWelds = {}
			for i,v in pairs(Player.Character:GetChildren()) do
				if v:IsA("Accessory") then
					v.Handle.AccessoryWeld.C0 = CFrame.new((v.Handle.AccessoryWeld.C0.p * Percentage)) * (v.Handle.AccessoryWeld.C0 - v.Handle.AccessoryWeld.C0.p)
					v.Handle.AccessoryWeld.C1 = CFrame.new((v.Handle.AccessoryWeld.C1.p * Percentage)) * (v.Handle.AccessoryWeld.C1 - v.Handle.AccessoryWeld.C1.p)
					table.insert(HatWelds, {v.Handle.AccessoryWeld:Clone(), v.Handle})
					v.Handle.SpecialMesh.Scale = v.Handle.SpecialMesh.Scale * Percentage
				end
			end
			
			for i,v in pairs(Motors) do

				local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = v.C0:components()
				
				X = X * 1
				Y = Y *1.5
				Z = Z * 1
				
--				--
--				R00 = R00 * Percentage
--				R01 = R01 * Percentage
--				R02 = R02 * Percentage
--				--
--				R10 = R10 * Percentage
--				R11 = R11 * Percentage
--				R12 = R12 * Percentage
--				--
--				R20 = R20 * Percentage
--				R21 = R21 * Percentage
--				R22 = R22 * Percentage
--				
				v.C0 = CFrame.new(X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22)
				
				local X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22 = v.C1:components()
				X = X * 1
				Y = Y * 1.5
				Z = Z * 1
				
--				--
--				R00 = R00 * Percentage
--				R01 = R01 * Percentage
--				R02 = R02 * Percentage
--				--
--				R10 = R10 * Percentage
--				R11 = R11 * Percentage
--				R12 = R12 *Percentage
--				--
--				R20 = R20 * Percentage
--				R21 = R21 * Percentage
--				R22 = R22 * Percentage
				v.C1 = CFrame.new(X, Y, Z, R00, R01, R02, R10, R11, R12, R20, R21, R22)
				
				table.insert(NewMotors, {v:Clone(), v.Parent})
				v:Destroy()
			end
			for i,v in pairs(Player.Character:GetChildren()) do
				
				if v:isA("BasePart") then
					if  HumanoidTable[v.Name] == nil then
					v.Size  = v.Size*NewPercentage
					end
					
					if  HumanoidTable[v.Name] ~= nil then
						v.Size  = v.Size*HeadPercentage
						Player.Character.Head.Size = Player.Character.Head.Size*FixedPercentage
				end
				
				end
				
					
				
				
			for i,v in pairs(NewMotors) do
				v[1].Parent = v[2]
			end
			
				for i,v in pairs(HatWelds) do
				v[1].Part1 = Player.Character.Head
				v[1].Parent = v[2]
			end
		end
	end
	end
end)

I’m rookie-ish with coding, so I apologize for any possible lack of explanation or documentation.

I can provide the morph that I found to have the unmodified version of this script (Kudos to hunxrepair for making the thing)

4 comments

0

I just added your script on the code block

0

Thank you, it didn't look right when I looked at "Preview", I guess you fixed that somehow.

0

That's for R15, and that thread did not achieve a solution.