Cylinders stretchable like spheres

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.

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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.

  • Regardless of why, it is an indisputable fact that cylinders that are non-uniform already exist
  • You are suggesting that these cylinders no longer appear uniform since their size is non-uniform
  • These cylinders currently appear as if they are uniform
  • If they magically no longer appear uniform due to your suggestion, places that use them are messed up

Something using a non-uniform cylinder that looked fine before:

Will now no longer look how it’s supposed to with your proposal:

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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.

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They could just introduce a separate “NonUniformCylinder” Mesh. No need to bicker about fixing existing cylinder objects.

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Perhaps when loading saves from before this proposed update, it could try to automatically fix the cylinders. I don’t think many games would be affected negatively by an update like this anyways.

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That’s the exact problem – people have been building with it for the past years. It’s not a matter of whether it breaks someone’s workflow right now, there’s just a ton of instances where cylinders are used that way. It would only change the visuals a bit in most cases, sure, but it still should be thought about.

@Zootopia just gave the solution.
Or even something different – a parameter in properties to check/uncheck to be able to keep current resizing and enable resizing I want.

Why is your building more important than others? Why should their creations be broken so you can build in your own way more easily?

Yes, this is a useful feature. No, it’s not so important that it should break existing work. ROBLOX would be a mess if every time we wanted to introduce a new feature we broke existing work. Propose a solution that does not break existing work.

That parameter would be off on default, so no work will be deformed.

Please, let’s stop complaining about it.

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This would further bloat the API. It’s like keeping the old terrain system around. This single case might not seem like much, but bloat can build up.

I probably have some old builds with non-uniform cylinders, but this would be a very useful feature looking forward. Converting old saves seems like an ideal solution, assuming it’s not difficult to implement.

Converting old saves could cause issues because it’s changing the size of cylinders. The game might depend on having a certain size.

In which case you’re just scripting your game wrong.

Imagine if roblox could never go beyond 60 FPS because someone’s script assumed that RenderStepped always ran at 60hz, when they should be using the actual delta time. This is similar because the feature wouldn’t actually break most old games, the behavior would just be altered with a stretched cylinder here or there. I highly doubt someone has a script that generates cars with non-uniform cylinder wheels.

Most cylinders with weird sizes are caused by the studio build tools, and those are the cases we should focus on.

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EllipseMesh please!

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It would take me hours to fix all the cylinders in my game with this change :frowning:

A new label in properties to enable stretchable cylinder.

Actually it should be pretty simple to create a fix script to do it all automatically.

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