Cloned mesh doesn't load in properly, even trying :PreloadAsync

So I’m currently writing a system where a car has to fade in from the foreground using transparency. It doesn’t have to be perfect, however the mesh seems to not be loading in as the car reaches it’s final transparency.
https://gyazo.com/16973103e76f5258d42448bf16133495
Here in the clip the car loads in after the transparency is finished, making it look snappy. (Keep in mind the ui isn’t finished yet so it may look a little bare bones on this menu page)

Here is my code for this section, I’ve tried using :PreloadAsync() to assist the meshes in loading, but to no avail.

    if spinConnection then spinConnection:Disconnect() end
	LoadedCar:ClearAllChildren()
	rotation = 82
	
	local newModel = databaseEntry.Model:Clone()
	newModel.Parent = LoadedCar
	
	local LoadTargets = newModel:GetDescendants()
	ContentProvider:PreloadAsync(LoadTargets, function(asset)
		print(asset)
	end)
	
	PositionVal.Value = newModel.Primary.Position
	
	WeldToPrimary(newModel)
	TweenService:Create(PositionVal, tweenInfo, {Value = databaseEntry.EndPosition}):Play()
	for _, part in newModel:GetDescendants() do
		if part == newModel.Primary then continue end 
		if not part:IsA("Part") and not part:IsA("MeshPart") then continue end
		local TargetTransparency = databaseEntry.TransparencyTargets[part.Name] and databaseEntry.TransparencyTargets[part.Name] or 0
		TweenService:Create(part, tweenInfo, {Transparency = TargetTransparency}):Play()
	end
	spinConnection = RunService.RenderStepped:Connect(function(dt)
		rotation -= 20*dt
		newModel.Primary.CFrame = CFrame.new(PositionVal.Value) * CFrame.fromOrientation(0, math.rad(rotation), 0) 
	end)
1 Like

wow i have watched your vid , very cool ! btw is that even possible to tween transparency mesh with perfection?

That’s what I’m trying to figure out. I’m hoping it’s possible, but atm it just snaps in

It’s probably due to the fact that having transparent Parts behind other Transparent Parts (or Meshes) has always been an issue with Roblox Rendering.
Would it be possible to make a single mesh display car that fades in then Parent the actual Model to the Workspace at the end CFramed at the same location?

1 Like

would be pretty hard to make it seamless, as the car is supposed to start rotating before it is seen

It’s probably due to the fact that having transparent Parts behind other Transparent Parts (or Meshes) has always been an issue with Roblox Rendering.

always something with their engine that ruins an idea that i have. unfortunate but if theres any way to circumvent this lmk

But what I mean is to use the mesh car only for the visual effect. If it’s a single MeshPart then the overlapping transparency wouldn’t be a factor.
Rotate it, tilt it, do whatever you want while the loading in animation part of the script runs, then when it’s Transparency 0 and stops in its final Position switch it for the actual car model.

Yes, I get that, but the way the car is meant to be structured (even from a visual standpoint) its not meant to be just one single mesh. It’s how the cars were modelled.

maybe try putting the car in a viewportfame and tweening the transparency on the frame itself?

I would try that, but the lighting would be off