Can I Make A Custom Character Morphs Roblox For Free

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We’ve got exciting news, ROBLOXians! We are delighted to announce that ROBLOX is once again ushering in a new era of creativity and world-building for over 400,000 creators and builders alike. As many of you may have seen or heard, we are now allowing everyone – yes, EVERYONE – to import their own meshes into their games! Our latest update to ROBLOX Studio provides a greater level of freedom than ever before, opening up the door for a wider range of incredibly detailed imaginative experiences. Let’s jump in and discuss how the world of ROBLOX will evolve with Custom Meshes!

What can you do with Custom Meshes?

Morphs

Over the years, we have seen top ROBLOX developers create some awesome-looking characters, vehicles, weapons, and much more, all by using the extensive tools that we have provided. We’re expanding the number of tools you have at your disposal by allowing you to import meshes made in 3D modeling studios into ROBLOX.

Custom Meshes give ROBLOX developers the opportunity to import detailed 3D models with greater visual fidelity. They allow you to break away from the traditional ROBLOX aesthetic and create dynamic shapes and models that would have been incredibly difficult or downright impossible to make otherwise. With meshes, developers can begin defining a more personal, more unique look-and-feel to their games and experiences.

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Get on board the hype train with custom meshes! Here are a couple examples of what’s possible in Studio.

One of the biggest features to come out of this new update is that all meshes that have been imported into ROBLOX will be physically-simulated so they can realistically interact with the world. For example, if you upload an egg-shaped object, it will roll like an egg when it tips over. Or, you can choose to make it perform like a cube if it doesn’t need to be geometrically accurate. This is an option that you are free to enable or disable whenever you like.

How to upload a mesh

It’s super easy to upload your own mesh. If you head into the ROBLOX Studio now, you’ll find a new type of object called MeshPart. After you insert one of these objects into your game, clicking on the MeshID property will allow you to upload an FBX file from your computer. Keep in mind that there is a 5,000 polygon limit. If your FBX file has a texture associated with it, we will do all the heavy lifting for you and apply the texture once it has been uploaded into the Studio.

By the way, if you’ve been keeping up with all the latest news coming from ROBLOX, you may have seen that our new and improved R15 avatar allows you to attach accessories, such as wings or necklaces, to their proper place. As we start to transition towards a fully community-created avatar system, allowing users to upload their own meshes will also broaden the types of accessories you can create!

Of course, giving everyone the ability to upload any mesh they want is a bit of a double-edged sword. We all love video games here at ROBLOX. And while it may be tempting to re-create the ultimate video game mash-up with all of our favorite characters and objects using meshes from their respective series, it goes without saying that all uploaded content will be pre-moderated before implementation.

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Just as Solid Modeling and Smooth Terrain radically changed the aesthetic of ROBLOX, so too will Custom Meshes. We’re excited to offer our developers another powerful tool to create the ultimate experience!

As always, if you have any comments or feedback to share, let us know in the comments below. Enjoy!

Recommended

Roblox provides a default human character for all games, but you can use any model you want for player characters. For this game, the player will pilot a ship made out of basic parts.

Creating Player Ships

All characters require a HumanoidRootPart to function as a character. The HumanoidRootPart is used to move characters around the world. The model for the ship will be made out of two parts. The main body of the ship will be the HumanoidRootPart. The second part will be made out of a sphere for the ship’s blaster.

Character
Making Different Ships

If you chose to make the ship out of parts other than just one part, you might need to modify the given code to make everything work.

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Creating Models

Models are used to group multiple parts or objects into a single object.


  1. Rename the model StarterCharacter. Make sure the capitalization is the same, since it will be used in the code.
  2. Inside of the StarterCharacter model, add a Part renamed HumanoidRootPart, and a Part renamed Blaster. Make sure to capitalize the parts the same as the image below.

Set the Primary Part

For the model to be able to move, the primary part for the model for the model needs to be set. In this case, the primary part will be HumanoidRootPart.

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  1. Select the StarterCharacter Model.
  2. In the Properties window, set the PrimaryPart by clicking on PrimaryPart and then select HumanoidRootPart.

Put the Ship Together

The ship and blaster need to be placed at the center of the arena, and then scaled up a little. If the model is not placed at the center of the arena, it won’t work spawn properly. Instead of dragging the ship around, move the ship to precisely the right place by using the Properties window.

  1. Select HumanoidRootPart.
  2. In the Properties window, next to Position, type 1,4,0 to center it in the arena. Make sure to use commas to separate the values.
  1. To make the ship larger, change the size to about 8,8,8. It’s okay if your ship size is slightly different.
  1. Before positioning the Blaster, make sure Collisions are turned off.
  2. Position the Blaster at 1,4,-4 and set size to 4,4,4.
  1. Change the BrickColor of HumanoidRootPart and Blaster to what you want the ship will look like. Make sure each part’s material is Plastic.
Why Set Materials to Plastic?

If parts are plastic, you may get issues moving the ship. Materials in Studio have set densities, so a concrete player might move slowly, while a plastic one (with a lighter material) will move as intended. To use alternative materials, adjust player speed variables later in the series to compensate for the material.


  1. Now that the ship is made, playtest to see what happens.

That doesn’t look good. Looks like the parts aren’t connected to each other.

Weld The Blaster to the Ship

To fix the problem at hand, glue the parts together using a WeldConstraint between the blaster and HumanoidRootPart.

  1. Stop the playtest.
  2. In the Explorer, under Workspace, add a WeldConstraint.
  1. Drag the WeldConstraint object to the Blaster in the StarterCharacter model.
  1. Under WeldConstraint, in the Properties window, set the Part0 to Blaster.
  1. Set the WeldConstraint’s Part1 to HumanoidRootPart.
  1. Playtest again and make sure the parts are welded together.

Spawning Custom StarterCharacters

Models for player characters need to be moved under StarterPlayer. If the model isn’t moved, the player’s Roblox avatar will spawn instead.

Move into StarterPlayer

  1. Move the StarterCharacter model to StarterPlayer to overwrite the default player model. Once moved, the ship should disappear from the game window.
  1. Playtest the game to see the new custom character. The ship will fall from the sky.

Overwrite Default Scripts

Roblox will add certain default scripts for every player that joins the game. This saves time when developing a standard Roblox game, but causes problems with custom games like this one. For this game, replace the health, sound, and animation scripts.

  1. In the Explorer > StarterPlayer > StarterCharacterScripts add three Scripts. Rename them:
    • Animate
    • Health
    • Sound
Don’t worry about adding code to these scripts, simply making them overrides the defaults.

Troubleshooting the Custom Character

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Check the following if your ship isn’t spawning when you click Play Now.

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The ship Model:

  • Is named StarterCharacter.
  • Has two parts named HumanoidRootPart and Blaster.
  • Has HumanoidRootPart set as the primary part.
  • Is centered in the middle of the arena.
  • Has been moved to ServerStorage.

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