I have recently been trying to make a morph from scratch by dissecting lots of free model morphs to try and find out how they work. However I am getting stuck on a few things.
So far it seems they copy and paste parts of the morph model into the player who activates them, and the copy-pasted parts override the existing parts of said player. Is this correct or is it more complicated than that?
Another thing is the morph scripts I've been reading have a common occurrence of this 'for i,b in pairs () do' thingy, example here
BodyParts = hit.Parent:GetChildren()
for i,b in pairs(BodyParts) do
if (b.className == "Humanoid") then
CanMorph = true
end
What is up with that?

5 comments
So if I where to convert it into a GUI button I could ignore the pairs completely?
uhh, i guess so
Thanks, Connor!
no prob, accept my answer/thumbs up!
I don't have enough reputation to upvote :(