How Do I Make Morphs?

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Tutorials

Contents


Introduction

This tutorial covers how to make your own morph. You can use morphs from all models, or you read this entire article to make your own.

Editing Existing Morphs

The 'easy' way to make morphs is to search for a working morph on Free Models. Once you have found one that works, you can change the shape of the parts in that morph, and not worry about scripting at all. Some concerns with this method are:

  • Make sure all new bricks you add are Welded and Anchored to the morph.
  • Don't delete the scripts.
  • Don't rename the existing parts (like "Left Arm").

Make sure that all parts you add are named 'Part'. It should be easy to add the parts you like.

Making your own Morphs from scratch

First, goto Insert> Object> Part. Resize the part to a 4x1x4 (X=4, Y=1, Z=4) so it looks like a button. Anchor the button. Then, name the brick "button" (without quotes) and insert the following script.:

Dalek = script.Parent.Parent.Dalek:clone()
Oridalek = script.Parent.Parent.Dalek
Oridalek:breakJoints()
Oridalek.Humanoid.Health = 100

function unglitch(dalek)
dalek.Torso.Anchored = true
h = Instance.new("Hint")
h.Text = "Morphing, please wait"
h.Parent = game.Players:playerFromCharacter(dalek)
wait(1)
h.Text = "Morphing, please wait..."
wait(1)
h.Parent = nil
dalek.Torso.Anchored = false
end

function onTouched(hit)
if (hit.Parent:findFirstChild("IsaDalek")~= nil) then return end
if (game.Players:playerFromCharacter(hit.Parent)~= nil) then
newDalek = Dalek:clone()
c = newDalek:GetChildren()
for i = 1, #c do
if (c[i].className == "Part") then
c[i].Anchored = false
c[i].CanCollide = true
end
end
newDalek.Parent = game.Workspace
newDalek:makeJoints()
newDalek.Name = "YourCreaturesName (".. hit.Parent.Name..")"
newDalek.Controller = 7
game.Players:findFirstChild(hit.Parent.Name).Character = newDalek
unglitch(newDalek)
Oridalek:breakJoints()
Oridalek.Humanoid.Health = 100
end
end

connection = script.Parent.Touched:connect(onTouched)

Change 'YourCreaturesName' in the above script to the name you want to give to your morph.

Building the Morph

  • To build your morph but make sure the parts of it are Welded at the joints.
  • Name the left leg "Left Leg", the right leg "Right Leg", the torso "Torso", the left arm "Left Arm", the right arm "Right Arm" and the head "Head".
  • The remaining bricks can be named anything, except those names already used.
  • Make sure the torso is touching the left and right legs. If you don't, you're not going to jump properly.
  • Make sure the FrontSurface of the Torso brick is pointing to the front of the morph. That's the direction that the morph will move when going forward. Changing the FrontSurface of the Torso brick to Hinge will show you exactly which is the front of the brick. Change it back before continuing.
  • Anchor the parts. If you don't, your model will fall apart.
  • Group the bricks in the morph and name the new model "Dalek".
  • Insert > Object > humanoid into the new model.
  • Select the "Dalek" model
  • Insert > Object > ObjectValue into the Dalek model
  • In the Explorer pane, rename this object from "Value" to "IsaDalek". This item will keep a morphed player from re-morphing.
  • Group the 4x1x4 button you made earlier and the dalek model together - you will have a new Model, with the button brick and the Dalek model.
  • Test and Publish your model.

See Also

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