What Btools does and why you need it for shapes
Btools is a plugin in Roblox Studio that lets you move, resize, and rotate objects in the 3D workspace without writing code. When you want to attach a shape — like a hat, weapon, or accessory — to your player character, Btools handles the positioning work so the shape stays glued to the player's body as they move around the game.
Without Btools, you would have to calculate exact coordinates by hand or write scripts to position the shape. Btools shows you the shape in real time as you drag it into place, which is much faster for beginners and saves you from guessing.
Key Takeaways
- Btools must be installed as a plugin in Roblox Studio before you can use it to position shapes on your player.
- Once installed, you set up Btools by clicking the Btools button in the Studio toolbar, then select the shape you want to move.
- You drag the shape into position on the player's body using the red, green, and blue axis handles that appear when Btools is active.
- After positioning, you use a Weld or Motor6D joint to lock the shape permanently to the player so it moves with them.
- Testing your work in Studio's play mode shows whether the shape stays attached as the player walks, jumps, and animates.
Installing Btools in Roblox Studio
Btools does not come built into Studio by default, so you need to add it as a plugin. Open Roblox Studio and go to the Plugins tab at the top of the screen. Click Manage Plugins, which opens the Plugins window.
In the search bar, type "Btools" and look for the plugin published by Roblox. Click the Install button next to it. Studio will read and install the plugin, and you should see a Btools button appear in the Plugins toolbar. If the button does not appear right away, close and reopen Studio.
Positioning the shape with Btools handles
Before you start, make sure your shape is already in the workspace as a separate object — not grouped with the player. Select the shape in the Explorer window on the left side of Studio. Then click the Btools button in the toolbar to set up it.
Three colored arrows will appear on your shape: red (X-axis), green (Y-axis), and blue (Z-axis). Click and drag any arrow to move the shape along that direction. Drag the shape so it sits where you want it on the player's body — for example, on top of the head for a hat or in the player's hand for a tool.
You can also rotate the shape by clicking the colored circles that appear around it. Drag a circle to spin the shape on that axis. Take your time here; the exact position matters because this is where the shape will stay when the player moves.
Creating a Weld to lock the shape to the player
Once the shape is positioned correctly, you need to create a Weld joint that locks it to the player's body. A Weld is an invisible connection that keeps two objects attached to each other, no matter how the player moves.
Right-click the shape in the Explorer and select Insert Object. Type "Weld" in the search box and click Weld to add one. The Weld will appear as a child of your shape in the Explorer tree.
Now you need to tell the Weld which two objects to connect. In the Properties panel on the right, find the Part0 property and set it to the player's body part you want to attach to — usually the Head or Torso. Find the Part1 property and set it to your shape. Once both properties are set, the shape will lock in place.
Testing the attachment in play mode
Click the Play button at the top of Studio to test your work. Your player character will spawn in the game, and the shape should stay attached to their body as they move, jump, and turn. If the shape stays in place and moves with the player, your Weld is working correctly.
If the shape falls off, floats away, or rotates strangely, go back and check two things: first, make sure Part0 and Part1 are both set correctly in the Weld properties. Second, make sure the shape was positioned exactly where you wanted it before you created the Weld — the Weld locks the shape at whatever offset it had when you created it.
Using Motor6D for animated attachments
If your shape needs to move with the player's animations — like a sword that swings when the player attacks, or a backpack that bounces when they run — use a Motor6D joint instead of a Weld. Motor6D allows the attachment point to rotate and move along with the player's bones.
Insert a Motor6D the same way you insert a Weld: right-click the shape, select Insert Object, and search for "Motor6D". Set Part0 to the player's body part and Part1 to your shape. Motor6D is more complex to tune because you may need to adjust the C0 and C1 properties to get the rotation right, but it gives you much smoother movement for objects that should follow the player's skeleton.
Troubleshooting common attachment problems
If the shape is attached but in the wrong position, you can adjust it without deleting the Weld. Deactivate Btools, then select the shape and look at its Position property in the Properties panel. You can type in new X, Y, and Z values to fine-tune the placement. The Weld will move with the shape, keeping the attachment locked.
If the shape is attached but rotated wrong, check the Rotation property instead. Change the X, Y, or Z rotation values until the shape faces the direction you want. Again, the Weld stays locked, so the shape will keep its new angle as the player moves.
If the shape is overlapping the player's body or clipping through it, you may need to make the shape smaller or reposition it further away. Use Btools to drag it to a better spot, then test again in play mode.
Frequently Asked Questions
Can I attach multiple shapes to the same player?
Yes. Position and Weld each shape separately. Each shape gets its own Weld joint connecting it to a body part. You can attach one shape to the Head, another to the Torso, and a third to the Hand all at the same time.
What happens if I delete the Weld?
The shape will no longer be attached and will fall or float away when the player moves. If you delete a Weld by accident, you can undo the deletion by pressing Ctrl+Z, or you can create a new Weld and set the properties again.
Why does my shape look different in play mode than in the editor?
The player's character may be animating differently in play mode, which can change how attached objects look. Test with the player standing still first to make sure the base position is correct, then watch how the shape moves during walking and jumping animations.
Can I attach a shape to a moving part of the player, like an arm?
Yes, but use Motor6D instead of Weld. Set Part0 to the arm and Part1 to your shape. Motor6D will let the shape rotate and move with the arm as the player animates, whereas a Weld would keep it frozen in one angle.