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How do you make a player look like a model?

Asked by
camxd01 48
9 years ago

I have been attempting to make a player look like a model for a while. Now my cousin and I are gonna make a jungle adventure game where you are a tiger. I am the scripter, but can't figure this out or find it anywhere. Thanks :3 c;

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I believe you use welds, I am not sure how to do animations though, for example, make the legs move, GL on finding something dragonkeeper467 453 — 9y

2 answers

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Answered by 9 years ago

Hello, I saw your question and decided that I would like to help you out. I am not that great at explaining things, but I feel like I am getting better lol.

Alright, so you want to have the person spawn as a model? Well theres two ways to go about this.

The first way is long and easy.
The second way is long and difficult.

Okay lets get started, Now you said you created a model, so what I am going to have you do is make it a morph.

How you want to go about it is by first going to Workspace > Insert Part. or Workspace > Insert Script > Type in Instance.new("Part", game.Workspace)

Now, inside of this part you will need to insert 7 Scripts. Rename them Arm1, Arm2, HatRemover, Leg1, Leg2, Function.

Arm1 Script :

function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent:findFirstChild("Arm1") == nil then local g = script.Parent.Parent.Arm1:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "Part" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()CJ local C1 = C[i].CFrame:inverse()CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Left Arm"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end

    local h = g:GetChildren()
    for i = 1, # h do
        if h[i].className == "Part" then
            h[i].Anchored = false
            h[i].CanCollide = false
        end
    end

end

end

script.Parent.Touched:connect(onTouched)

Arm2 Script :

function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent:findFirstChild("Arm2") == nil then local g = script.Parent.Parent.Arm2:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "Part" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()CJ local C1 = C[i].CFrame:inverse()CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Right Arm"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end

    local h = g:GetChildren()
    for i = 1, # h do
        if h[i].className == "Part" then
            h[i].Anchored = false
            h[i].CanCollide = false
        end
    end

end

end

script.Parent.Touched:connect(onTouched)

Leg1 Script :

function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent:findFirstChild("Leg1") == nil then local g = script.Parent.Parent.Leg1:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "Part" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()CJ local C1 = C[i].CFrame:inverse()CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Left Leg"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end

    local h = g:GetChildren()
    for i = 1, # h do
        if h[i].className == "Part" then
            h[i].Anchored = false
            h[i].CanCollide = false
        end
    end

end

end

script.Parent.Touched:connect(onTouched)

Leg2 Script :

function onTouched(hit) if hit.Parent:findFirstChild("Humanoid") ~= nil and hit.Parent:findFirstChild("Leg2") == nil then local g = script.Parent.Parent.Leg2:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "Part" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()CJ local C1 = C[i].CFrame:inverse()CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent["Right Leg"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end

    local h = g:GetChildren()
    for i = 1, # h do
        if h[i].className == "Part" then
            h[i].Anchored = false
            h[i].CanCollide = false
        end
    end

end

end

script.Parent.Touched:connect(onTouched)

Function Script :

function onTouch(part) local human = part.Parent:findFirstChild("Humanoid") if human ~= nil then part.Parent:findFirstChild("Head").BrickColor = BrickColor.new(125) part.Parent:findFirstChild("Head").Transparency = 0 part.Parent:findFirstChild("Torso").BrickColor = BrickColor.new(1) part.Parent:findFirstChild("Torso").Transparency = 1 part.Parent:findFirstChild("Left Arm").BrickColor = BrickColor.new(1) part.Parent:findFirstChild("Left Arm").Transparency = 1 part.Parent:findFirstChild("Right Arm").BrickColor = BrickColor.new(1) part.Parent:findFirstChild("Right Arm").Transparency = 1 part.Parent:findFirstChild("Left Leg").BrickColor = BrickColor.new(1) part.Parent:findFirstChild("Left Leg").CanCollide = true part.Parent:findFirstChild("Left Leg").Transparency = 1 part.Parent:findFirstChild("Right Leg").BrickColor = BrickColor.new(1) part.Parent:findFirstChild("Right Leg").CanCollide = true part.Parent:findFirstChild("Right Leg").Transparency = 1 end end script.Parent.Touched:connect(onTouch)

Wow, that was a lot more then I thought it would be after typing all of that lol. Now that we have that finished, insert that part into your Model. Wa-la its a Morph!

Time to put plan part-2 into action. Now that we have the Morph, lets set down a Neutral Spawn.

What I want you to do is select your Models parts only and move them way faaar off map. Now, take the Part piece and lay it over the Neutral Spawn. Make sure its big enough to cover it but not big enough to get stepped on if they haven't spawned there!

Now, make it transparent and press Play in Studio. When you spawn you should become your model. Ta-da!

PM me if you have any difficulties in doing this. If this DID help, then I am glad I could be of service (:

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Answered by 9 years ago

What you want are Morphs...

http://www.roblox.com/Tiger-morph-item?id=8767293 http://www.roblox.com/Bengal-Tiger-Morph-item?id=20680451

If you want to be really lazy, just stick the pad on the spawn locations and move the model itself under the baseplate.

Also, this is a scripting help service, not a request place!

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