sdfgw
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| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
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| 02 Oct 2011 12:31 PM |
if you're any kind of scripter you've had the problem where you're making a projectile and because you can't rotate the mesh it always points the wrong freaking way
q
is there a simpler to get the projectile to "point" in the right direction other than horrid CFrame manip |
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| 02 Oct 2011 12:38 PM |
Edit the mesh while it's in the packet?
~+[Praise the holy god of Java coffee beans!]+~ |
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sdfgw
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| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
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pighead10
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| 02 Oct 2011 01:06 PM |
this happens all the time
4rls
this is why i have never ever made any kind of tool |
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| 02 Oct 2011 01:06 PM |
I smell a 'q'.
~+[Praise the holy god of Java coffee beans!]+~ |
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| 02 Oct 2011 01:08 PM |
| What's so bad about turning the projectile 90 degrees or so? I never found it a problem. |
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| 02 Oct 2011 01:17 PM |
| If the mesh is facing the wrong way you can use minus scale factors to "flip it" but turning it at right angles is impossible without CFraming |
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pauljkl
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| Joined: 23 Oct 2008 |
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| 02 Oct 2011 01:20 PM |
| I assume youre using CFrame.lookVector to find where it is going just add *CFrame.Angles(0,0,0) to turn it and work out the speed, direction and everything like that |
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sdfgw
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| Joined: 08 Jan 2009 |
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| 02 Oct 2011 01:22 PM |
@paul:
what I thought that only turned by world axes
would it twist the projectile on its OWN axes then
cuz
y'know
i suck at cframes |
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pauljkl
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| Joined: 23 Oct 2008 |
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| 02 Oct 2011 01:30 PM |
| It uses its own axes as far as im aware. |
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Sorcus
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| Joined: 29 Nov 2010 |
| Total Posts: 3775 |
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| 02 Oct 2011 03:34 PM |
Unless you bring the mesh in with the correct orientation into the engine, you are going to have to rotate it yourself. I don't see whats so bad about rotating it, unless the pivot of the mesh is not at the center of the object. In which case, you are going to have a CFraming nightmare for sometime while you try to rotate the thing. Again, its not the fault of the engine but the way the mesh was brought in.
I know that some of the meshes before me have this issue. But most of what I made should have the correct orientation and pivot.
~Sorcus |
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bombpaw
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NXTBoy
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| 02 Oct 2011 03:50 PM |
`CFrame.Angles` creates its own set of axes. They're neither "world" nor "object" axes. You really need to understand compound transforms in 3D. That's all there is to it.
But yes, you can simply multiply by `CFrame.angles(math.pi/2, 0, 0)` to rotate by 90 degrees |
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sdfgw
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| Joined: 08 Jan 2009 |
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| 02 Oct 2011 03:55 PM |
Angles worked
If I'd've known it was that easy I wouldn't've posted this thread :l |
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pighead10
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| Joined: 03 May 2009 |
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| 03 Oct 2011 10:56 AM |
okay so back to the important question
why does my noob's arm fall off when i weld an ak-47 to his arm, or is this just roblox trying to tell me something |
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sdfgw
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| Joined: 08 Jan 2009 |
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| 03 Oct 2011 11:19 AM |
Probably something dodgy going on with humanoids
do not want |
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Oysi
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pighead10
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| 03 Oct 2011 02:59 PM |
| no he works fine until I try and weld on the gun and then his arm falls off |
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Corecii
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| Joined: 06 Aug 2010 |
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| 03 Oct 2011 03:07 PM |
Maybe it has to do with art0 and Part1?
Not sure if it would do anything, but to be safe:
Part0 should be the arm, and Part1 the gun. |
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pauljkl
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| Joined: 23 Oct 2008 |
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| 03 Oct 2011 05:43 PM |
| You set the Part1 in the Motor6D to nil before welding it right? Otherwise it gets removed |
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pighead10
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| Joined: 03 May 2009 |
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sdfgw
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| Joined: 08 Jan 2009 |
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| 04 Oct 2011 10:28 AM |
> trying to weld
> don't know what Part0 and Part1 are
.. what
wait
when you mean "weld", you're not using SURFACES
SURELY |
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pighead10
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| Joined: 03 May 2009 |
| Total Posts: 10341 |
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| 04 Oct 2011 11:04 AM |
I click the weld tool at the top of studio and click on the wrist face
um |
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| 04 Oct 2011 11:16 AM |
| i just put it where its supposed to be and turn it with cfraim.anggels |
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pighead10
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| Joined: 03 May 2009 |
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