I’d like to stretch a CylinderMesh in the way I do with SphereMeshes, but Cylinder is keeping the circle ratio, so I can’t create an ellipse.
######sorry if there is something wrong with the request; bad day
I’d like to stretch a CylinderMesh in the way I do with SphereMeshes, but Cylinder is keeping the circle ratio, so I can’t create an ellipse.
######sorry if there is something wrong with the request; bad day
Stretching and compressing cylinder meshes,
http://devforum.roblox.com/t/cylinders-non-uniform-scaling/468,
http://devforum.roblox.com/t/allow-balls-and-cylinders-to-use-the-custom-form-factor/5516,
Already a highly-requested feature but ROBLOX has never considered it. Still down for it, though.
Ah, yes.
As said, sorry for that.
I hope they add this very soon…
@Lilly_S, please close the thread
It wouldn’t be able to be implemented as-is because suddenly all games with non-uniform cylinders would no longer look uniform.
I don’t see a problem. Such change must happen some day, and games should adapt. Better faster, less things to correct, rather than correcting everything later when the time comes.
Fair point, but do people really keep uniform cylinders in non-uniform dimensions (genuine question, not rhetorical)? I always make sure my cylinders are the same X and Z even if making either bigger or smaller would save me 2 seconds of moving it half a stud. I imagine finally having free-form cylinders would be worth the trouble anyway.
I’m a perfectionalist in the way as well. I support this. Think of all the CSG we’d save
Yes, they do. I’ve worked with multiple builders who do – I clearly remember because of how annoying it was to repeatedly find them over and over, fixing each one manually. I myself have done the same thing when building, though I always make the size uniform afterwards. It helps when eyeballing cylinder size – you can resize one axis to be really large and then scale the other axis with the grid off to be any size you’d like. If you kept uniformity and wanted to increase the size, you’d have to go back and forth resizing the two axes.
if you make the cylinder a meshpart, then it will work.
use this for example
Well my point was actually that I often use CSG to create a stretched cylinder which I then CSG further. That’s a lot of extra triangles. If it’s officially supported it’d make a lot of things easier.
I don’t understand why don’t use properties for this. Or use relatively new Ctrl + drag or Shift + drag on resize tool as well.
Because Shift+Drag didn’t exist when these cylinders were created. This has absolutely nothing to do with the present – cylinders were made using what was available in the past, and you’re requesting that they be broken. Why didn’t people use the properties window for this? It’s completely irrelevant because regardless of why, they didn’t, and now your requested change will break them. The answer though is that you have to continually change two numbers instead of only changing one.
Observe, using non-uniform cylinders to eyeball scale:
Trying to keep cylinders uniform:
You already run into the issue of not being able to accurately scale the cylinder because the selection box is in the way, which isn’t an issue in the first example. It’s a lot more difficult to try to keep them uniform, as you need to scale both axes back and forth – impossible even because if you’re not using the grid, they’ll always end up being different sizes.
I don’t quite understand the point, maybe because I’m too tired.
Nevertheless, such update will come some day.
When I was talking about the new dragging, I was reffering to current time. I do the 2-step resizing all the time too.
I don’t know how to make it any simpler to understand.
Something using a non-uniform cylinder that looked fine before:
Will now no longer look how it’s supposed to with your proposal:
The main thing that makes no sense to me – why put a margin on one side (maybe even both sides) just to line the cylinder with the surfaces?
It doesn’t matter. The fact of the matter is cylinders already are non-uniform, regardless of why. Your change would break these cylinders, regardless of why they’re non-uniform.
I’m aware it will break the cylinders with that margin, but it is necessary. A feature shouldn’t be held back only because someone is building in his own way IMO.
They could just introduce a separate “NonUniformCylinder” Mesh. No need to bicker about fixing existing cylinder objects.