#How To Turn My Model Into A Mesh Part Without Removing The Colors

40 messages · Page 1 of 1 (latest)

wary glen
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I see on the classis part they have a part with a mesh but idk how i'd do that for mine

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I just made mine with parts so idk how I could do it differently to get it to work

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When I make it into a mesh part it just turns it white

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but I want it to have the regular colors

main iron
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@wary glen mesh parts require textures to not be white

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I recommend learning blender if you want to use meshes

wary glen
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i can't use blender cause too laggy

main iron
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If it’s a smaller project then you can always get away with just rigging the model

wary glen
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Well it's just a handle type thing for a sword like the design part but

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The only other way I can do it is with two meshes and I put them together but

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Idk how I'd get that to work for a sword script

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Since it would have two parts

main iron
wary glen
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I tried to make it a union as well but for some reason it like wouldnt support unions for the script

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so idk

main iron
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Did you try rigging it?

wary glen
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Idk how that would work

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Actually I just did it again and it worked now

main iron
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Make the model’s PrimaryPart the handle

wary glen
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Must be cause script I was using

main iron
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Unanchor everything except for the handle

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Then weld everything to the handle with weldconstraints

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Then all you’ve to do for the script itself is just add animations and sounds basically

wary glen
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It worked this time when I made it a union I just got this one error in my script that I don't get

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    Swing = 13265730598
}```
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It says it expected a identifier when parsing expression, got =

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tysm for your help btw 🙂

delicate voidBOT
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studio** You are now Level 17! **studio

main iron
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[“Swing”] =

wary glen
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["Swing"] = 13265730598

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Like this or

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when i did it it gave some error on the =

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the thing

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made emoji

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the =

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that part is for a different part in the script

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    if not tool.Enabled or not ToolEquipped or not CheckIfAlive() then
        return
    end
    tool.Enabled = false
    
    Damage = DamageValues.BaseDamage
    local SwingAnim = (tool:FindFirstChild("Animation") or Create("Animation"){
        Name = "Swing",
        AnimationId = BaseURL .. Animations.Swing,
        Parent = tool
        
    })
    tool.Enabled = true
end```
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this script is based off the script from roblox's classic sword

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and they did it in that way but when i did it, it failed

wary glen
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actually just found out it was the classic sword script