guges
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| Joined: 07 May 2016 |
| Total Posts: 1515 |
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| 19 Aug 2016 10:38 PM |
| So I weld some parts to a single part, they're all unanchored except for the base part. This parts CFrame is then set to CFrame.new(0, 50, 0). The parts dont appear next to it like they should when properly welded, they just stay suspended in the air, when I try to move the part it moves back to 0,50,0 (since i'm constantly updating it in a loop) but the welded parts move instead? |
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| 19 Aug 2016 10:38 PM |
welded parts and single part need to be all completely unanchored
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guges
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| Joined: 07 May 2016 |
| Total Posts: 1515 |
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| 19 Aug 2016 10:40 PM |
| How is that going to work? It'll constantly fall through the ground etc before being updated again |
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| 19 Aug 2016 10:40 PM |
welds are used to hold parts that are unanchored together
use new constraints or dont use welds |
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guges
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| Joined: 07 May 2016 |
| Total Posts: 1515 |
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| 19 Aug 2016 10:43 PM |
| Really? I have to use an entirely new instance? Did welds always work like this or did they break them to push this new api |
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| 19 Aug 2016 10:44 PM |
bruh welds have always been crappy
welds are for moving objects
any anchored things using welds will act weird
and cframing things that are welded will also act weird |
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guges
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| Joined: 07 May 2016 |
| Total Posts: 1515 |
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| 19 Aug 2016 10:48 PM |
| Jesus christ this is annoying. Guess I'm gonna have to use attachments |
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| 19 Aug 2016 10:52 PM |
| why use any kinds of constraints though, your best bet is to cframe both parts together or you can constantly toggle the anchored property |
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guges
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| Joined: 07 May 2016 |
| Total Posts: 1515 |
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| 19 Aug 2016 10:56 PM |
Well because it's a big abstract system. I'm trying to make an fps and my idea was to:
- have a base part that is constantly set to the cameras position + orientates itself to align with the mouse
- have all other client parts (arms, gun, etc etc) welded to this hierarchially so that the gun would be welded to the arm and the barrel to the gun etc etc so that i could easily animate the hands and gun (and anything else)
- store each anim as a list of offsets and rotate the parts top down using these offsets
But now I'm gonna have to learn how to use attachments while already dealing with a large and ambitious project |
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| 19 Aug 2016 10:59 PM |
ew baseparts for camera
just learn how to use CFrame well and it comes together
soon you can make custom cameras like mine
https://i.gyazo.com/f8e0a8967dd6c95641ddabc5950d462f.gif
and yea its only done using CFrame and raycasting (checking if camera collides with floor) |
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guges
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| Joined: 07 May 2016 |
| Total Posts: 1515 |
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| 19 Aug 2016 11:00 PM |
| I'm not using baseparts for the camera. I'm using a basepart to represent the currentcameras position so I can connect the viewmodel to it. |
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| 19 Aug 2016 11:01 PM |
you can weld the parts to the torso and put them in the camera
then you can set local transparency of fake arms to 0 and real arms to 1/0.05 while setting real arm transparency to 0.05 and fake to 1 |
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| 19 Aug 2016 11:02 PM |
| or actually just worry about local and server transparency of the real arms since the fake arms are in cam |
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guges
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| Joined: 07 May 2016 |
| Total Posts: 1515 |
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| 19 Aug 2016 11:04 PM |
| Well I've actually made fps models before by welding them to the body but I want them attached to the cameras position. And I can just use FE and not replicate them. The problem is whenever I cframe a part with welds attached only it goes and the other parts stay in their respective locations. |
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guges
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| Joined: 07 May 2016 |
| Total Posts: 1515 |
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| 19 Aug 2016 11:06 PM |
| You've given me an idea though, I think I'll weld the basepart to the body then get the cameras position in the welds local space and achieve the same effect. Thank you. |
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