local Players = game:GetService("Players") local RunService = game:GetService("RunService") local player = Players.LocalPlayer local HEADLESS_MESH_ID = "rbxassetid://1095708" -- Tiny invisible headless mesh local KORBLOX_MESH_ID = "rbxassetid://101851696" -- Korblox right leg mesh (official) local KORBLOX_TEXTURE_ID = "rbxassetid://101851254" -- Dark grey texture ID (Korblox leg color) local DARK_GREY_COLOR = Color3.fromRGB(64, 64, 64) -- Dark grey for the Korblox leg -- Remove face decal if it exists local function removeFace(head) local face = head:FindFirstChild("face") if face then face:Destroy() end end -- Apply headless to head (works with dynamic head) local function applyHeadless(head) if not head then return end head.Transparency = 1 head.CanCollide = false -- Remove face decal (in case it's floating or respawns) removeFace(head) -- Add tiny invisible headless mesh local mesh = Instance.new("SpecialMesh") mesh.MeshType = Enum.MeshType.FileMesh mesh.MeshId = HEADLESS_MESH_ID mesh.Scale = Vector3.new(0.001, 0.001, 0.001) mesh.Parent = head -- Lock transparency to make sure headless stays head:GetPropertyChangedSignal("Transparency"):Connect(function() if head.Transparency ~= 1 then head.Transparency = 1 end end) -- Continuously remove face decal if it respawns head.ChildAdded:Connect(function(child) if child.Name == "face" and child:IsA("Decal") then child:Destroy() end end) end -- Apply Korblox for R6 (Right leg) local function applyKorbloxR6(character) local rightLeg = character:FindFirstChild("Right Leg") if not rightLeg then return end -- Remove existing meshes for _, child in ipairs(rightLeg:GetChildren()) do if child:IsA("SpecialMesh") or child:IsA("CharacterMesh") then child:Destroy() end end -- Lock color to dark grey rightLeg.Color = DARK_GREY_COLOR rightLeg:GetPropertyChangedSignal("Color"):Connect(function() if rightLeg.Color ~= DARK_GREY_COLOR then rightLeg.Color = DARK_GREY_COLOR end end) -- Add Korblox mesh with dark grey texture local korbloxMesh = Instance.new("SpecialMesh") korbloxMesh.MeshType = Enum.MeshType.FileMesh korbloxMesh.MeshId = KORBLOX_MESH_ID korbloxMesh.TextureId = KORBLOX_TEXTURE_ID korbloxMesh.Scale = Vector3.new(1, 1, 1) korbloxMesh.Parent = rightLeg end -- Apply Korblox for R15 (Right upper leg) local function applyKorbloxR15(character) local rightUpperLeg = character:FindFirstChild("RightUpperLeg") if not rightUpperLeg then return end -- Hide original leg parts rightUpperLeg.Transparency = 1 local rightLowerLeg = character:FindFirstChild("RightLowerLeg") local rightFoot = character:FindFirstChild("RightFoot") if rightLowerLeg then rightLowerLeg.Transparency = 1 end if rightFoot then rightFoot.Transparency = 1 end -- Create Korblox mesh part for R15 local korbloxLeg = Instance.new("Part") korbloxLeg.Name = "KorbloxLeg" korbloxLeg.Size = Vector3.new(1, 2, 1) korbloxLeg.Anchored = false korbloxLeg.CanCollide = false korbloxLeg.Color = DARK_GREY_COLOR korbloxLeg.Parent = character local mesh = Instance.new("SpecialMesh") mesh.MeshType = Enum.MeshType.FileMesh mesh.MeshId = KORBLOX_MESH_ID mesh.TextureId = KORBLOX_TEXTURE_ID mesh.Scale = Vector3.new(1, 1, 1) mesh.Parent = korbloxLeg -- Weld to upper leg so it moves with animations local weld = Instance.new("Weld") weld.Part0 = rightUpperLeg weld.Part1 = korbloxLeg weld.C0 = CFrame.new(0, -0.8, 0) -- Adjusted to align with leg weld.Parent = korbloxLeg end -- Apply everything after character loads, with a small delay to prevent HumanoidDescription overwrite local function applyCharacter(character) local head = character:FindFirstChild("Head") task.wait(0.1) -- Delay to let Roblox apply HumanoidDescription if head then applyHeadless(head) end -- Check for rig type and apply accordingly local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then if humanoid.RigType == Enum.HumanoidRigType.R6 then applyKorbloxR6(character) elseif humanoid.RigType == Enum.HumanoidRigType.R15 then applyKorbloxR15(character) end end end -- Ensure the script only runs for the local player if player.Character then applyCharacter(player.Character) end -- Connect to CharacterAdded for respawns player.CharacterAdded:Connect(function(character) applyCharacter(character) end) -- Optional: Continuously reapply on character changes (in case of rig changes) RunService.Heartbeat:Connect(function() if player.Character then applyCharacter(player.Character) end end)