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Re: Glue
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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| 13 Jun 2012 10:08 AM |
| There is a glue joint, similar to a weld. How is it used effectively? |
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| 13 Jun 2012 10:09 AM |
| It's a fun thing to play with, although it's probably the weakest type of joint. I've played with it myself. Here's the best example of using the Glue object: http://www.roblox.com/FunWithGloo-place?id=63041710 |
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liavt
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| Joined: 12 Mar 2009 |
| Total Posts: 1241 |
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| 13 Jun 2012 10:11 AM |
1. this is building helpers
2. glue is like a weld except it is much less stable. so lets say i shoot a glued object with a rocket, most of the parts glued will fly off. But if i do that to a weld, they wont fly. So basically, glue is used for destruction games, as they connect two bricks together as a weld, but then separate after a certain amount of force hits the bricks. |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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| 13 Jun 2012 10:18 AM |
1. Forum depends on intent.
2. I want to know how to build things with it; i. e., a ball joint. |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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| 13 Jun 2012 10:43 AM |
| Glue IS the one that rotates, yes? |
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| 13 Jun 2012 11:05 AM |
| The one that's used in the Roblox characters? If so then it's Motor6D. |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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| 13 Jun 2012 11:16 AM |
| No, the one that keeps a part at a certain distance but other than that is free to do whatever. |
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| 13 Jun 2012 12:55 PM |
| Never heard of weld that does that. |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 13 Jun 2012 01:20 PM |
| You would want to use a Rotate instance, which is a hinge. |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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| 13 Jun 2012 01:24 PM |
| Is it a ball joint, or a hinge joint? :/ |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 13 Jun 2012 01:28 PM |
It isn't a surface joint. It is an actual instance. Kind of like:
Instance.new("Weld")
Instead, you would do,
local h = Instance.new("Rotate", game.PhysicsService) h.Part0 = Torso h.Part1 = arm h.C1 = CFrame.new(0,0,0) -- offset |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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| 13 Jun 2012 03:41 PM |
| Maybe you misunderstood. Is the type of rotation that is causes a hinge or a ball joint? Plus, I used a working script to test the joint and it failed. |
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MrNicNac
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| Joined: 29 Aug 2008 |
| Total Posts: 26567 |
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| 13 Jun 2012 03:42 PM |
A ball joint? On Roblox?
I'm out. |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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| 14 Jun 2012 09:09 AM |
| Well. Dangit. Back to my inventory... I just KNOW I have one... |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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| 14 Jun 2012 09:39 AM |
Here we go! This is a script I found a long time ago for a ragdoll death. I want to know how it works; it creates the type of joint that I want. (I apologize for the length, btw. Can't be helped. :/)
Character = script.Parent Humanoid = Character.Humanoid Torso = Character.Torso
function OnDeath() print("Death") Humanoid.Parent = nil if Torso then local Head = Character:FindFirstChild("Head") if Head then local Neck = Instance.new("Weld") Neck.Name = "Neck" Neck.Part0 = Torso Neck.Part1 = Head Neck.C0 = CFrame.new(0, 1.5, 0) Neck.C1 = CFrame.new() Neck.Parent = Torso end local Limb = Character:FindFirstChild("Right Arm") if Limb then
Limb.CFrame = Torso.CFrame * CFrame.new(1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "RightShoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Joint.Parent = Torso
local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb
end local Limb = Character:FindFirstChild("Left Arm") if Limb then
Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftShoulder" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Joint.Parent = Torso
local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb
end local Limb = Character:FindFirstChild("Right Leg") if Limb then
Limb.CFrame = Torso.CFrame * CFrame.new(0.5, -2, 0) local Joint = Instance.new("Glue") Joint.Name = "RightHip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Joint.Parent = Torso
local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb
end local Limb = Character:FindFirstChild("Left Leg") if Limb then
Limb.CFrame = Torso.CFrame * CFrame.new(-0.5, -2, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftHip" Joint.Part0 = Torso Joint.Part1 = Limb Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Joint.Parent = Torso
local B = Instance.new("Part") B.TopSurface = 0 B.BottomSurface = 0 B.formFactor = "Symmetric" B.Size = Vector3.new(1, 1, 1) B.Transparency = 1 B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0) B.Parent = Character local W = Instance.new("Weld") W.Part0 = Limb W.Part1 = B W.C0 = CFrame.new(0, -0.5, 0) W.Parent = Limb
end --[ local Bar = Instance.new("Part") Bar.TopSurface = 0 Bar.BottomSurface = 0 Bar.formFactor = "Symmetric" Bar.Size = Vector3.new(1, 1, 1) Bar.Transparency = 1 Bar.CFrame = Torso.CFrame * CFrame.new(0, 0.5, 0) Bar.Parent = Character local Weld = Instance.new("Weld") Weld.Part0 = Torso Weld.Part1 = Bar Weld.C0 = CFrame.new(0, 0.5, 0) Weld.Parent = Torso --]] end end
Humanoid.Died:connect(OnDeath) |
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| 14 Jun 2012 11:00 AM |
I don't know what the people in the thread are talking about, but the "Glue" OBJECT is a 'ball joint'.
Basically, setting up the Glue object is no different from setting up a Weld:
You set these properties: Glue.Part0 = Part that the freely moving part is stuck to, example: Your torso Glue.Part1 = freely moving part, example: Left Arm Glue.C0 = part1's cframe, "distance", from the part0 Glue.C1 = part1's offset from c0, inversed.
For the example, in the "Left Shoulder" part of that script Limb.CFrame = Torso.CFrame * CFrame.new(-1.5, 0, 0) local Joint = Instance.new("Glue") Joint.Name = "LeftShoulder" Joint.Part0 = Torso -- Part0 is the torso Joint.Part1 = Limb -- Part1 is the left arm Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) -- set's the position from Torso, 1.5 studs to "left", and 0.5 studs up (Top part of the left arm) Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) -- offsets the arm with 0.5 studs DOWNWARDS (C1 is inversed), so that the arm is in the right position Joint.Parent = Torso
When this is done, the left arm can rotate freely around, but it's top part is always stuck to 1.5 studs left and 0.5 studs up from torso, so it looks like a normal hand waving around
I'm sorry if you couldn't understand what I said :/ I'm not fluent in English |
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ZizZazZuz
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| Joined: 16 Jun 2008 |
| Total Posts: 2743 |
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