btft
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| Joined: 19 Feb 2011 |
| Total Posts: 1512 |
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| 21 May 2013 10:18 PM |
Get them to follow the camera, like they are visible when you move your cam up/down. Currently they stay welded to the Humanoid's arms in CurrentCamera. But when I look up I can't see them.
Weld script:
wait(3) player = game.Players.LocalPlayer.Character arm1 = Instance.new("Part", Workspace.CurrentCamera) arm1.formFactor = "Custom" arm1.Size = Vector3.new(1, 1.2, 3) arm1.TopSurface = 'Smooth' Weld = Instance.new("Weld") Weld.Part0 = player:FindFirstChild("Right Arm") Weld.Part1 = arm1 Weld.Parent = arm1 Weld.C0 = CFrame.Angles(0, 0, 6)
arm2 = Instance.new("Part", Workspace.CurrentCamera) arm2.formFactor = "Custom" arm2.Size = Vector3.new(1, 1.2, 3) arm2.TopSurface = 'Smooth' Weld1 = Instance.new("Weld") Weld1.Part0 = player:FindFirstChild("Left Arm") Weld1.Part1 = arm2 Weld1.Parent = arm2 Weld1.C0 = CFrame.Angles(0, 0, -6)
Camera script (try) Inside weld : while wait() do script.Parent.C0 = Workspace.CurrentCamera.CoordinateFrame end Thanks! |
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btft
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| Joined: 19 Feb 2011 |
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| 21 May 2013 10:29 PM |
| If it's going to be in first person, you could try make it follow the mouse instead of the camera. |
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Shapeless
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| Joined: 18 May 2013 |
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| 21 May 2013 10:29 PM |
Just guessing but?
script.Parent.C0 = CFrame.new(Workspace.CurrentCamera.CoordinateFrame.lookVector) |
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btft
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| Joined: 19 Feb 2011 |
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| 21 May 2013 10:39 PM |
| Thanks for the replies! @Above, that really wasn't what I was looking for yet I kinda like the effect. I am still in the search what I said. |
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btft
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| Joined: 19 Feb 2011 |
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btft
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| Joined: 19 Feb 2011 |
| Total Posts: 1512 |
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btft
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| Joined: 19 Feb 2011 |
| Total Posts: 1512 |
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btft
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lucas668
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| Joined: 18 Jun 2008 |
| Total Posts: 6183 |
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| 22 May 2013 12:02 PM |
| I created fake arms by welding the arms to the torso using "pivot points" at the shoulder positions, so that it moves more naturally. |
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btft
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| Joined: 19 Feb 2011 |
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| 22 May 2013 12:04 PM |
| I made an attempt at that before and that really wasn't what I was looking for.. .Maybe I did it wrong? |
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lucas668
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| Joined: 18 Jun 2008 |
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| 22 May 2013 12:11 PM |
Right_Shoulder_Pos = Character["Torso"].CFrame * Character["Torso"]["Right Shoulder"].C0 * Character["Torso"]["Right Shoulder"].C1
This will give you the global position of the Right Shoulder. I used this to create parts at the Right Shoulder and Left Shoulder positions. Then welded the arms to those parts, at the orientation that they'd normally be at, which is 'down' from the shoulder part by half their size.
Keep in mind this would be a way to create completely new arms, rather than fake arms. It just gives you more control over the arms, although this could probably also be achieved by changing the C0 and C1 values of the shoulders! Lol! |
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btft
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| Joined: 19 Feb 2011 |
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| 22 May 2013 12:16 PM |
| I kinda need the fake arms due to the fact that you can't see the real arms in LockFirstPerson. Thanks though. I just wanted a way to find out how to make them visible when you look up in first person. |
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MrChubbs
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| Joined: 14 Oct 2010 |
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| 22 May 2013 12:17 PM |
| The easiest way is to clone the arms, clothing, humanoid, and character meshes, place them in a model in workspace and generate two welds with part0 being right arm part1 being fake right arm, and the same for the left. |
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lucas668
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| Joined: 18 Jun 2008 |
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| 22 May 2013 12:19 PM |
| If you want fake arms then what I did was I did the pivot part thing in order to move the arms around, then cloned the arms and welded the clones to the arms, and put the clones in Workspace.CurrentCamera, using a local script. This causes the parts to only be shown to the local player, because of a Roblox error where it doesn't upload parts in the Camera added locally to the rest of the players. Well, it used to be an error, but I'm pretty sure the devs are leaving it there because its an AMAZING thing to use. If I were them I'd just call it a feature, lol. |
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btft
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| Joined: 19 Feb 2011 |
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| 22 May 2013 12:19 PM |
| I did that, but the arms aren't visible when I look up in FirstPerson. |
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lucas668
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| Joined: 18 Jun 2008 |
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| 22 May 2013 12:22 PM |
| Ah, must be the arm welds glitching out whenever they look straight up. It has something to do with the Angles of global CFrames flipping from 0 to -180 degrees after passing 0. |
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MrChubbs
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| Joined: 14 Oct 2010 |
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| 22 May 2013 12:30 PM |
| @Lucas, I believe they are actually getting rid of local instancing :( it wasn't quite an error since it makes logical sense that an object in something that only exists clientside would only exist clientside, I made a whole game out of that once :) |
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lucas668
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| Joined: 18 Jun 2008 |
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| 22 May 2013 12:34 PM |
| Yeah, I read Shedletsky talking about that somewhere. I'm pretty sure they'll add a new feature for local parts, or leave it alone. |
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btft
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| Joined: 19 Feb 2011 |
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| 22 May 2013 12:39 PM |
This should give a better explanation for what I am trying to do;
https://twitter.com/btftrblx/status/337261081477124097/photo/1
Arms dissapear when you look up ;/ : https://twitter.com/btftrblx/status/337261138196721665/photo/1 thanks
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btft
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| Joined: 19 Feb 2011 |
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btft
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| Joined: 19 Feb 2011 |
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btft
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| Joined: 19 Feb 2011 |
| Total Posts: 1512 |
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btft
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| Joined: 19 Feb 2011 |
| Total Posts: 1512 |
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btft
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| Joined: 19 Feb 2011 |
| Total Posts: 1512 |
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