Scripting Helpers is winding down operations and is now read-only. More info→
Log in to vote

How to scale models properly through script using Attributes?

Asked by 1 year ago

So anyways

I need to scale models using attributes

which will be a vector3 value

these are the same 2 models with different vector3 values in size for the attribute

how would i properly scale them without using anything else like an iv loop to make them the same size of each part

For example if a model is 10 ,10,10

and another model i want to scale to is 50,50,50

I want the model to become from 10,10,10 to 50,50,50

while still maintaining the scale of all the parts in the model

I tried dividing 50/5 and using the value of 5 to multiply the size of 50,50,50 to every single part

now the problem is that since i do this to every part it ends up becoming bigger

does anyone know how I can get this to work?

1 answer

Log in to vote
Answered by 1 year ago
Edited 1 year ago

Good news for you, Roblox just announced that they will add a new Model:ScaleTo() function 8 days ago from this post.

local size = 10

However, Roblox hasn't officially released it yet as it is still pending (from this page). Be patient until it goes live.

In the meantime, try this code that I got from this guy. (credits btw)

function ScaleModel(model, xScale, yScale, zScale)
    local cf, _ = model:GetBoundingBox()
    local origin = cf.Position

    local scale =, yScale, zScale)

    for _, obj in pairs(model:GetDescendants()) do
        local OriginalSize = obj:GetAttribute("OriginalSize")
        if OriginalSize == nil then
            if obj:IsA("BasePart") then
                obj:GetAttribute("OriginalSize", obj.Size)
            elseif obj:IsA("JointInstance") then
            elseif obj:IsA("SpecialMesh") then
                obj:GetAttribute("OriginalSize", obj.Scale)
            OriginalSize = obj:GetAttribute("OriginalSize")

        local DontScale = obj:GetAttribute("DontScale")
        if DontScale == nil then
            if obj:IsA("BasePart") or obj:IsA("SpecialMesh") then
                obj:SetAttribute("DontScale", false)
                DontScale = obj:GetAttribute("DontScale")
            elseif obj:IsA("JointInstance") then
                DontScale = false
                DontScale = true

        if DontScale == true then return end

        if obj:IsA("BasePart") then
            local newSize = OriginalSize * scale
            obj.Size = newSize

            local distance = (obj.Position - origin)
            local rotation = (obj.CFrame - obj.Position)
            obj.CFrame = ( + distance*scale) * rotation)
        elseif obj:IsA("JointInstance") then
            local c0NewPos = obj.C0.p*scale
            local c0RotX, c0RotY, c0RotZ = obj.C0:ToEulerAnglesXYZ()

            local c1NewPos = obj.C1.p*scale
            local c1RotX, c1RotY, c1RotZ = obj.C1:ToEulerAnglesXYZ()

            obj.C0 =*CFrame.Angles(c0RotX, c0RotY, c0RotZ)
            obj.C1 =*CFrame.Angles(c1RotX, c1RotY, c1RotZ)
        elseif obj:IsA("SpecialMesh") then
            local newScale = OriginalSize * scale
            obj.Scale = newScale
    return model

Answer this question