1waffle1
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| Joined: 16 Oct 2007 |
| Total Posts: 16381 |
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| 19 May 2013 10:13 AM |
| My hat's AttachmentPos is 0,.4,0 but it's position on my character relative to my head is actually 0,.1,0. I've compared all of my hats and the AttachmentPos is always wrong. What do these numbers mean and how are they interpreted? How is Roblox getting the actual positions based on these random numbers? |
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nairod7
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| Joined: 26 Mar 2010 |
| Total Posts: 869 |
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| 19 May 2013 10:26 AM |
| Maybe the AttachmentPos is relative to the Neck in your torso and not directly to the head. |
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MrNicNac
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| Joined: 29 Aug 2008 |
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| 19 May 2013 10:30 AM |
| It's relative to the HeadWeld's C0 that all hats have in your Head. If the HeadWeld's C0.p.y is .5, then if you put .5 in the Y of the AttachmentPos, it will be at the center of your Head. |
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| 19 May 2013 10:55 AM |
| Use AttachmentPoint. It's easier and makes more sense. |
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1waffle1
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| Joined: 16 Oct 2007 |
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| 19 May 2013 11:15 AM |
| There is a HeadWeld for each hat, though. If I use InsertService to insert a hat and then want to position the hat on a fake character, how would I determine how to position it based on the information given to me from the inserted hat? All it tells me is the C1, and the C0 isn't constant, so wat do? |
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Parthax
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| Joined: 27 Apr 2011 |
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| 19 May 2013 11:15 AM |
| I usually just keep changing the value until it seems correct. |
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Parthax
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| Joined: 27 Apr 2011 |
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| 19 May 2013 11:16 AM |
| Just find a formula to change the numbers correctly, like if positioning it at 0,0.5,0 will only really position it to 0,0.1,0, just make something to interpret it. |
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| 19 May 2013 11:28 AM |
| The C0 is constant. It's always 0,0,0 for hats and tools. |
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MrNicNac
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| Joined: 29 Aug 2008 |
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| 19 May 2013 11:34 AM |
"The C0 is constant. It's always 0,0,0 for hats and tools."
No it isn't. Go check that if you'd like. |
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| 19 May 2013 11:44 AM |
| My bad, it's actually 0, 0.5, 0. |
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xSIXx
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| Joined: 06 Aug 2010 |
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| 19 May 2013 11:44 AM |
lol = game:GetService("InsertService") hat = lol:LoadAsset(116073839) hat.Parent = workspace hat:MoveTo(fakecharacter.Torso.Position)
tada, aslong as you have a humanoid in the fake character it will auto fit the hat on the head. |
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1waffle1
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| Joined: 16 Oct 2007 |
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| 19 May 2013 12:24 PM |
| It isn't constant at all. It is constantly different between hats, and I would like to know what they are without needing to wait for Roblox to make the welds for me. I want to position the part where the hat goes, I don't want Roblox to do it for me after a long pause. |
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1waffle1
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| Joined: 16 Oct 2007 |
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| 19 May 2013 04:39 PM |
| The AttachmentPoint of a Hat is the C1 of the HeadWeld. What is the C0? |
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MrNicNac
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| 19 May 2013 05:05 PM |
What do you mean, "what is the C0"?
The AttachmentPos is related to the C0, unless you want to know what the C0 is. |
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xSIXx
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| Joined: 06 Aug 2010 |
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| 19 May 2013 05:06 PM |
| what are you exactly making which will need that amount of speed? |
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1waffle1
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| Joined: 16 Oct 2007 |
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| 19 May 2013 05:56 PM |
@SIX An online building tool. @NicNac The AttachmentPoint is the C1 of the HeadWeld. If I weld the Handle to the Head using nothing but the C1, it is offset, and that offset is the C0. I need to know how to determine what the C0 would be without having Roblox generate the HeadWeld, because I just want to instance the hat from the catalog, take out the AttachmentPoint and the Handle, and weld it to a model positioned correctly. |
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MrNicNac
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| Joined: 29 Aug 2008 |
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| 19 May 2013 06:04 PM |
@waffle
I'm actually pretty sure that Arceus was right. Every hat appears to have a C0.p of 0,.5,0. Technically, this would also make sense. Try it out for a bit - there's no reason why this wouldn't work. |
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databrain
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| Joined: 01 Jan 2013 |
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| 19 May 2013 07:37 PM |
GET OUT.
JK, I'm just saying that because you overse it.
Anyways, It's relative to the neck joint's position (C0.p) |
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1waffle1
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| Joined: 16 Oct 2007 |
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| 19 May 2013 07:39 PM |
h.CFrame = head.CFrame*c.AttachmentPoint*(CFrame.new(0,.5,0)-c.AttachmentPos)-c.AttachmentPos
This seems to be working. |
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