#what are the components of a custom humanoid

1 messages · Page 1 of 1 (latest)

crystal veldt
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im talking about what exactly makes up an object that can replace roblox's humanoid, like states and stuff like that
i want to make one myself for fun :>

jagged bramble
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It might be a bit too much for even a intermediate scripter

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A Roblox Humanoid is basically a state machine + movement controller + health system + animation driver glued together. If you want to replace it, this is what you actually need.

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  1. Core State Machine (most important)
    This is the heart.
    Common states you must implement:
    Idle
    Walking
    Running
    Jumping
    Falling
    Landing
    Swimming (optional)
    Climbing (optional)
    Dead
    Ragdoll / Stunned (optional)
    Each state defines:
    Allowed transitions
    Movement rules (speed, gravity multiplier)
    Animation to play
    Input handling
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  1. Movement Controller
    Humanoid does not magically move parts.
    You need:
    A root part (your HumanoidRootPart equivalent)
    Velocity-based movement
    Gravity handling
    Jump impulse
    Ground detection
    Core pieces:
    LinearVelocity / VectorForce (or BodyVelocity if you’re old-school)
    Raycasts for ground checks
    Slope detection
    Friction & air control
    Minimum:
    Horizontal movement
    Vertical movement
    Grounded vs airborne logic
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  1. Collision & Physics Rules
    Humanoid secretly does a LOT here.
    You must define:
    What counts as ground
    Step height (small ledges)
    Slope limit
    What parts collide
    Pushback from walls
    Tools:
    Raycasts (down, forward)
    Custom collision groups
    Manual correction when clipping happens
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  1. Health System
    Simple but required.
    You need:
    MaxHealth
    CurrentHealth
    Damage handling
    Death event
    State switch to Dead
    Extra:
    Invincibility frames
    Knockback
    Bleed / poison (optional)
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  1. Animation Controller
    Humanoid uses Animator internally.
    You must:
    Create an AnimationController
    Load animations manually
    Play/stop based on state
    Blend animations yourself if needed
    State → Animation mapping:
    Idle → idle anim
    Walk → walk anim
    Jump → jump anim
    Fall → fall loop
    Land → land anim
  2. Input Layer
    Humanoid auto-handles inputs. You won’t.
    You need:
    Input abstraction (keyboard, controller)
    Mapping input → intent
    MoveDirection
    JumpPressed
    SprintHeld
    This feeds your state machine, not movement directly.
  3. Networking (huge difference from Humanoid)
    Humanoid is heavily optimized for replication.
    You must decide:
    Client-side movement with server validation (recommended)
    Server-authoritative movement (laggier but safer)
    You need:
    Position replication
    State replication
    Anti-teleport checks
  4. Events / Signals
    Humanoid exposes tons of events.
    Your version should have:
    StateChanged
    Died
    Jumped
    Landed
    TookDamage
    This makes it usable by other systems.
  5. Configuration Object
    Humanoid has properties for everything.
    You should expose:
    WalkSpeed
    RunSpeed
    JumpPower
    GravityScale
    MaxSlopeAngle
    StepHeight
    So tweaking doesn’t require rewriting logic.
    Minimal Replacement (barebones)
    If you want the smallest viable humanoid:
    Root part
    State machine (Idle, Walk, Jump, Fall, Dead)
    Raycast ground check
    Velocity-based movement
    AnimationController
    Health system
    That alone already replaces 70% of Humanoid behavior.
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My fingers can finally rest now

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I recommend you DONT attempt to make a humanoid, its useless plus takes alot of time

crystal veldt
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thank you so much

vernal steeple
jagged bramble
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btw i copied this from chatgpt since i am too lazy to type it all

crystal veldt
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a

jaunty kelp
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extra reading!