@gamerobotjimmy
I’d instead recommend RopeMaster, its like the updated version of oozle draw, pretty nice presets as well (Of course, it is in development, ignore plz, plugin is below)
There’s a plugin called oozle draw (not sure how to spell the oozle part, something spelled like that.) that creates ropes point a to point b with x amount of parts for detail.
lol, what a coincidence. The first part of the url is https://duckduckgo@3rdhoan123
Mostly just laziness. A rope constraint was a super simple and fast way to create a long, thin cylindrical rope-like object with a slight curve, and I didn’t care about having super accurate collisions or being able to interact with it like it was an actual rope. I’m assuming by “rope mesh” you mean creating a mesh in an external program like blender and importing into roblox as a meshpart?
This is a little late, but just so people know, I found a solution.
You can set the part material to force field and set the part transparency to -100000000000. This should work.
Keep spamming negitive numbers. I figured out it needs to be WAY lower then the number I said.
Like this
-3583405804958034986093480698346803498603486093486903486
Edit: If it still doesn’t work then I will give you an example file
I tested this out and it doesn’t work for characters for some reason. I don’t know the reason you would need this to work on characters. But you could position a part into the character and make that cast a shadow. Or make multiple parts that look like arms. Not the most accurate way to do this but it still works.
I figured out how to make it work for characters. The accessories just need to be in workspace for the transparency glitch to work. I’ve written a local script that goes in StarterCharacterScripts. Here’s the code to try.
local entirePlayer = game.Workspace:WaitForChild(script.Parent.Name):GetDescendants() -- gets every child of your character --
for i, v in pairs(entirePlayer) do -- cycles through your character for the handle parts used in accessories --
if v.Name == "Handle" then
v.Material = "ForceField"
v.Transparency = (-10^100) -- the crazy big negative number to make it cast a shadow but still be invisible --
v.Parent = workspace -- it parents to workspace because the glitch doesn't work within the player object --
end
end
script:Destroy() -- cya later --
How about a mesh with only 1 face, the other face doesn’t appear. That way, it appears invisible when viewed from one face yet still shows a shadow due to the other face.
I found a much easier solution… make the part transparent… then put a decal on the top surface of the invisible part which wont be viewable from down below…