The Scale of a mesh determines the size of the mesh relative to its original dimensions.
How to use mesh scale
The scale property works slightly differently depending on the type of mesh being used. Note the size of the
BasePart remains unchanged, meaning the physics collision box of the part will remain the same.
SpecialMesh/FileTypeset to ‘FileMesh’ scale relative to the original dimensions of the mesh when it was uploaded to Roblox
SpecialMesh/FileTypeset to ‘Brick’, ‘Wedge’ or ‘Sphere’ scale uniformly relative to the
BasePart/Sizeof their parent
SpecialMesh/FileTypeset to ‘Cylinder’ scale relative to the
BasePart/Sizeof their parent. Uniformly for the cylinders height axis and maintaining a 1:1 ratio for the length and width of the cylinder, using the lowest value.
SpecialMesh/FileTypeset to ‘Head’ currently scale in a non standard manner. Developers should not rely on this as their are plans to change this behavior
SpecialMesh/FileTypeset to ‘Torso’ scale in a non standard manner. Developers should not rely on this as their are plans to deprecate this mesh type.
Mesh scale demonstration
The above behavior can be seen in the following demonstration images.
Linear scaling relative to part size for ‘Brick’, ‘Wedge’ and ‘Sphere’ meshes.
Linear scaling relative to original uploaded mesh for ‘FileMesh’ meshes
Non-uniform constrained scaling for ‘Cylinder’ meshes
Other uses for mesh scale
There are a number of interesting uses for the mesh offset property.
DataModelMesh/Offsetand Scale can be animated using
TweenServicerelatively inexpensively as the engine does not need to make any physics/collision calculations as the
BasePartis not changed.
- Changing the relationship between the mesh and its collision extents (determined by the
Mesh Offset and Scale
In this code sample a
BasePart is instanced with a
DataModelMesh/Offset properties of the
SpecialMesh are then animated using