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| 18 Nov 2011 08:59 PM |
Lol. Is there a CFrame command that moves or slants Models???
Just wondering... reply |
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LordWTH
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| Joined: 21 Apr 2011 |
| Total Posts: 159 |
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| 18 Nov 2011 09:01 PM |
| game.Workspace.MODEL:MoveTo(Vector3.new(0,0,0)) |
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xvgigakid
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| Joined: 22 Jun 2008 |
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| 18 Nov 2011 09:03 PM |
By CFrame 'command' im seriously hoping you mean CFrame script.
Anway you cant really CFrame a model all together. Models are basically empty Instances which are used to store information. They dont have a Position, Size, Or a physical form. There is a way you can CFrame it all together.
1. Is you could use a weld. Weld all the parts in the model to a certain part in the model. Now all the other parts will move around that particuler part.
2.Use ROBLOX physics instances to move around the models Aka. Bodyposition, Bodyforce, Bodyvelocity, Bodygyro |
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xvgigakid
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| Joined: 22 Jun 2008 |
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| 18 Nov 2011 09:04 PM |
@Lord
Not really a CFrame command though :/ Just sets a position that isn't even absoloute. |
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| 18 Nov 2011 09:09 PM |
| oh thx and ummm i meant CFrame command ;D |
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| 18 Nov 2011 09:10 PM |
| Well... You could get the center position of a model, and then rotate all the parts based off of that point... |
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| 18 Nov 2011 09:10 PM |
| I think I am going to make a tool that does that... |
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adark
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| Joined: 13 Jan 2008 |
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| 18 Nov 2011 09:11 PM |
I know that that uses :toObjectSpace() and :toWorldSpace().
Apparently you know how those work, can you explain? |
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xvgigakid
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| Joined: 22 Jun 2008 |
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| 18 Nov 2011 09:15 PM |
@TheNewScripter Rotating a part around a position is hard enough bro :/ Its like the earth and the moon.
The moon rotates around the eart and around its self at a syncronized speed. So that one side is always facing the earth. And its always that same side we see on the moon.
If you can do that kind of Locked on rotation around a certain point :/ Then you get a cookie :D |
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adark
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| Joined: 13 Jan 2008 |
| Total Posts: 6412 |
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| 18 Nov 2011 09:31 PM |
| It's not that hard at all, actually. I just don't know how to use :toWorldSpace and :toObjectSpace. |
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