Im trying to learn to make craters and I don’t want to take a open source module or what ever. I just cant seem to figure it out, i know it involves raycasting and cframe but idk how they get the circle from a position given, to raycast down or something getting the materials to put on the new parts i think. I guess it uses math to, some tips would be nice, steps to follow and maybe what not to do any ways heres a image
a simple way is to just make a variety of different craters, find the ground instance using raycasting, change the properties of the crater you will use to be like the ground instance, get the ground instance’s position and the character’s position relative to it, and once you get the character’s position in the ground, tween a crater in the same position to rise and then tween it back down and then remove it.
This approach would be optimal. The use of Raycast’s will return the properties of what was hit, allowing you to reflect them onto the mesh.
If you’re looking to get the exact design as shown in the image, you will have to use math.
Lots of math.
Seeing as it is made completely out of Part’s, there is a related post on positioning many parts using math.