The canister and the Mask are still missing. Also the Torso does have a neckmark as you can see in my pictures and the one on Bricklink.
(2026-05-05, 16:08)Magnus Forsberg Wrote: [ -> ]Are you working on the mask?
I've started, but didn't go far (only split in half)... There's quite a lot of collisions with a minifig head in the BIA mesh which I'd say need to be fixed:
[
attachment=14051]
Not too mention the front half is supposed to sit close to the head underneath and needs to be adjusted to the head's cylinder.
Any tips on how to approach this? I also wouldn't mind if anyone else wants to take over.
(2026-05-05, 19:41)Chris Böhnke Wrote: [ -> ]I've started, but didn't go far (only split in half)... There's quite a lot of collisions with a minifig head in the BIA mesh which I'd say need to be fixed:
Not too mention the front half is supposed to sit close to the head underneath and needs to be adjusted to the head's cylinder.
Any tips on how to approach this? I also wouldn't mind if anyone else wants to take over.
Put a partial head insdie:
1 9 0 4 0 0 0 8 0 -6.4 0 -8 0 0 t04o6250.dat
1 9 0 4 0 -8 0 0 0 -6.4 0 0 0 -8 t04o6250.dat
1 9 0 4 0 13 0 0 0 23 0 0 0 -13 2-4cyli.dat
See where surfaces cut into the cyli, mark vertices match nearly the 16 sided geometry select them and select either "move to nearest edge" or "surface" this will adapt the shape to the head
(2026-05-05, 20:24)Gerald Lasser Wrote: [ -> ]Put a partial head insdie:
1 9 0 4 0 0 0 8 0 -6.4 0 -8 0 0 t04o6250.dat
1 9 0 4 0 -8 0 0 0 -6.4 0 0 0 -8 t04o6250.dat
1 9 0 4 0 13 0 0 0 23 0 0 0 -13 2-4cyli.dat
See where surfaces cut into the cyli, mark vertices match nearly the 16 sided geometry select them and select either "move to nearest edge" or "surface" this will adapt the shape to the head
I often do the same, but with hi-res prims.
Select the vertices inside the cyli/headshape and use the Scale tool to resize/move in the xz-plane with the Manipulator placed in origo.
Short Update: Progress looking good, expect a PT release the coming days.
(2026-05-08, 5:50)Andrew Smithson Wrote: [ -> ]How do I import it into parts designer?
![[Image: MpT0efV]](https://imgur.com/a/MpT0efV)
Click dowload zip and unpack that?
I just looked at the Bricklink page for the legs and there their main colour is defined as red and not orange.
(2026-05-08, 18:46)Hageta Wrote: [ -> ]I just looked at the Bricklink page for the legs and there their main colour is defined as red and not orange.
That's because BL for some reason insists on using the hips colour as base colour, not the legs. In LDraw hips are only colour 16 if they match the legs colour (which they don't in this case). The "Boots" for dual-molded legs also never count as the base colour here.
Compare:
https://library.ldraw.org/parts/40688
https://www.bricklink.com/v2/catalog/cat...7#T=C&C=36
EDIT:
Lego also mostly considers leg assemblies to be based on the colour of the legs (some exceptions though):
https://brickset.com/parts/6117803/mini-...-2-140-106
Remember, Bricklink isn't offiicial - and in this regard they are likely wrong

Ah ok. I did swap the colours for my small "Bionicle Cosplayer" partpack anyway, so that studio validates the colour correctly.
(2026-05-09, 17:28)Sylvain Sauvage Wrote: [ -> ]Rebrickable does the same as BL: https://rebrickable.com/parts/970c02pat2...nes-print/
The principle is that the hips is the base subpart, legs (or pegs…) are added to this base. Same for torsos.
LEGO’s rule would be “last subpart added to the assembly gives the colour,” hence torsos with Yellow hands are considered Yellow.
More in this thread on the BL forum: https://www.bricklink.com/messageThread....ID=1541693
Also, LEGO has some special colours (I’d say about 100!), like “1.multicombination” for marbling or dual-moulding…. You can see them on https://brickcolor.net/ if you choose “Show all TLG colors.” LEGO is a mess 
Not fully correct.
Torso base colour for Lego is always the Torso. Where did you get the info it's the "last subpart"?
I am well aware of the "Multicombinations". There's also "I-M-L", "Test Number Range" and the whole 51-99 numbers which are mostly just speculative in their meaning.
I still don't get what that has to do with the original question.
Hips - ca. 20% of part, Legs ca. 40%/40% of part, so leg colour is the better choice for base colour.
(2026-05-09, 18:12)Chris Böhnke Wrote: [ -> ]Torso base colour for Lego is always the Torso. Where did you get the info it's the "last subpart"?
I got it from Jennnifer in the BL thread I linked. Jen has worked on the catalogue and on LEGO data for years. That doesn’t mean she’s always right but that means she’s rarely wrong.
As for what it has to do with the original question, you’re the one who introduced that second subject. I just pointed that BL is not the only one doing it and that LEGO is a mess 🤷♂️
I still have never seen ANY torso listed by Lego based on hands colour (unless it's identical to torso colour).