How do i achieve this effect and retain the same look while the object is in a viewportframe

i want to make this effect work in a viewportframe for a form of encyclopedia a player gets for enemies but the issue is everything i have tried doesnt keep this effect in a viewportframe or needs beta features and i have fears of causing instability.


Left is old right is new (the one on the right side will be placed in a viewportframe)

Highlights dont work in viewport frames, beta features are needed to get them to work in them as far as i know.

Editable meshes can be used to create a layer around the indivial parts but these also need beta features.

Ive tried messing with weird forms of layered clothing to get them to wrap around all of the parts in the humanoid but its too complex for my understanding and would need someone to point me in the right direction.

Sizing each indivial part larger and attaching them to the orginal body parts doesnt work for concaved shapes.

i also cant take an image as that would stop the 360 rotation effect inside the viewportframe

Im really out of ideas

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A way to create the highlight is to clone the viewport frame, send them to the back by using the ZIndex property and then move them in the 8 directions (up, down, left, right, diagonal) by some number like 1, 2, 3 etc.

well i can already achieve a highlight for the whole model but i would like to have each individual part highlighted if possible
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(just turn the background colour up to deep black and background transparency max)

I doubt that is possible with generic highlights but can’t you just make a separate viewport frame for each part? That way you get the highlight on each part, no?

if i did do this there would be an issue with rotating the camera and managing which part is ontop of which but i cant see a easy way to make the parts that make up the model correctly be ontop of the right one

Hmm. You’re not wrong about that. But. I don’t see any other way. Maybe try adding a worldmodel instance in the viewport and add the character with highlight in it? Maybe that would work?

Make outlines with broken CFrames, like: CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, -1) This one will result in weird part, with weird physics, but also will invert all faces inwards. But physcis don’t matter in VPFs, so you can freely use it.
Mostly this done by inverting one of the CFrame matrix axises, but I’m not 100% confident in this.
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Also, if you want to highlight individual limbs, then only way to make that is to use Viewport frame masking. Search it on forum to read more.