Changes to Part Surfaces

You wanted to simply mark a particular surface of a part to know the part’s orientation, just like what the Hinge surface does. You don’t need to see the arrows to do this, and the attachment’s orientation is independent of the part’s orientation.

If you wanted to use the arrows, you could just make the part and attachment’s orientations equal, then the attachment’s primary axis will point along the part’s Right Vector (+X), and the secondary axis will point along the Up Vector (+Y).

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Affects new builds in Roblox Studio? How about new updates for the game? Will it make things a little bit hard or no?

I don’t get it what it says much but you mean Smooth Surface will weld?
Sorry if I don’t understand much. I am really shook to why it is gonna be changed when I usually work things with Surfaces.

Personally, I like using surfaces as they are now; While I’m glad thought has been put into the changes, I would prefer to use weld/stud/inlet/etc surfaces as they’ve always worked. Glad to have a heads up on this though!

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I’m getting pretty worked up. Hopefully it’s over nothing, but, just to be sure,

@kleptonaut, can you confirm which stage, if any, the surface selector is getting removed in?

EDIT:

The surface selector will get removed at some point. Not this first stage. At some point after that, the surface selector will get removed, and its ability to orient parts will be moved to the Move and Resize tools in some fashion.

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So I’m using a ball and a hinge for my vehicles wheels, does this mean it will no longer function as this update comes out?

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I’m not very happy about manual welds being phased out. I’ve run into strange behavior using weld constraints in the past and I’d rather not run into it again:

(I know I never got around to making a bug report for that. Sorry.)

Moreover, I use “legacy” weld scripts in pretty much all my work (cough cough @Quenty’s qperfectionweld) and it would be a shame to have to abandon them for a new system.

I know this is all inevitable, but I still feel like constraints could be improved some before we start deprecating the tried and true methods of the past.

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Thank god I wouldn’t like to loose those beautiful glitchy 2008 cars.

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So currently the chassis is already built that way, will it stay the same considering its an older model or if i re upload the chassis do we know if it’ll break?

Will probably break. I still don’t really know we’ll have to see.

I take this update feature will break Motor6D? If so this is just going to be a pain to change over.

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This shouldn’t break Motor6Ds at all. They’re advanced, and allow for the use of animations, either by manipulation with scripts or with uploaded Animations.

This only affects surface joints of parts, like Hinge surfaces, Motor surfaces, Weld and Glue surfaces, and many more. The reason behind this change is to phase them out and get developers to use the new Constraints now, such as BallSocketConstraints, HingeConstraints, WeldConstraints (much easier to use than Welds nowadays), and many more.

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In my opinion, surfaces are easier to use than constraints in some situations, such as making vehicles. These changes concern me because I’m sure many older games still heavily rely on surfaces, and the developers of some of those games may not have the time to redo those games using constraints.

I suggest having a ‘Compatibility’ option where surfaces are simulated using the constraints system, similar to what was done to lighting. If Roblox is not willing to do this, perhaps we could make a plugin to do it.

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“After this change, Surfaces will have no absolutely no impact on building, and only exist as a visual aesthetic. Auto-welding can still occur if turned on, but the SurfaceType will have no control on the type of joint or weld being created.”

Thank you very much Roblox! I will enjoy this change and I also believe it will make studio easier to understand for new users!

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I don’t really like this change since it basically breaks alot of vehicles and builds (at least that’s what happens to me, i’m in the beta program, and i’m trying to make vehicles but they don’t work). It broke alot of overly simple vehicles that were made with surfaces and now we need to use the constraints that are a pain to use.

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Due to some delays with the Studio release we were not able add the new Beta Feature to the list today, it should be available tomorrow, and I’ll post here when it is. The post has been updated.

For an answer to:

Aswell:

Can be found by reading the original post:

tldr; games and models published before the global update will not use the new behavior unless toggled.

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I’m working on a game with my friends, and we are using Surfaces for their visual look since we are building with a restricted 2007 style. We are not using them for any functional purpose since the place is anchored, and actively remove Snaps if one of us hasn’t already disabled surface joining in studio.

Since our Surface use is non-functional, we will not be affected by the change mentioned here, but with Surfaces being phased out entirely in the coming months, what can we do to recreate them? Normal mapping is not available for Textures at this time, so even if we upload the current surface textures, we can’t recreate them completely.

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This may seem like a dumb question, but how do you turn off surface joining?

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No, that’s not a dumb question! You can find the menu in the Home studio tab to the right of Rotate

image

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If this is in a team create, would the creator of the TC have to turn it off or all individuals?