How do I go about creating a balloon system?

  1. What do you want to achieve? Keep it simple and clear!

I want a player to be able to fly while holding one balloon or multiple, using physics without it looking weird.

  1. What is the issue? Include screenshots / videos if possible!

I can’t manage to do this. I don’t need a full script, I just need some kind of direction because phyiscs is not something I do a lot, and this thing is taking a while.

  1. What solutions have you tried so far? Did you look for solutions on the Developer Hub?

I have tried to make one using things like body velocity, and it doesn’t really work well…

Here’s a video showning a way to do it.

I’ve tried following the video, but the strategies they used doesn’t seem to be working with me. Maybe it’s outdated?

The video is 2 months old so it’s current but the features required are still in Beta.
Here’s what I had to do.

  1. Enable Areodynamics, in Studio go to File, Beta Features, enable and restart Studio if prompted.
  2. Assign custom physical properties to the part that should float. Density 0.001 & select Massless
  3. Change the air density for the Workspace to 0.1
  4. Press play and watch the part float away.
  5. Tweek until happy.

I’m not sure if Roblox destroys a part if it rises too high (like it does for parts that fall below a certain Y value) so you may need a localscript on the part to destroy it if it goes too high.

Edit: These feature are not available in-experience, they are Studio only as of time of posting.

I managed to get a pretty decent ballon with the following setup and no scripts at all… (Sorry Scripting forum). A few simple scripts would probably spice it up a bit, controlable wobble, variable weight, etc… but it is just a ballon.

With the Beta feature enabled set workspace.airproperties.airdensity to 0.02

-Add a part call it Ballon, size 4, positioned at 10, 10, 10, shape ball, custom physics.density 0.0195, massless (enabled or disabled seems the same upon further testing), material plastic (yellow color in this case, important step :wink: ). You can position things somewhere other than 10,10,10, it was just the first free spot in my test place.

-On the ballon part add an attachement move it down on Y so it’s below mid but not at the bottom of the ballon. I choose 10, 9, 10, seems to act more like a ballon when there vs higher or lower.

-Add anther part to the ballon call it Weight, center the weight below the ballon (10, 4, 10). Next, add an attachment to the weight. Change the weight so it has a size of 1,1,1, custom physical.density 0.07, ball shape and transparent to 1 (so it’s invisible).

-Back to the ballon and add a Rope Constraint. Set Attachment 0 to the ballon attachement and Attachment 1 to the weight attachment. Change the rope constraint so the rope is visible and 0.2 thick. You may need to adjust the rope.length mine is at 10, along with the rope.resitution to 0.9, tweak as needed.

With those values the ballon stays held to the ground by the weight. If you jump into the ballon it bounces up and the string (rope I guess) swings along with it, slowly pulling the ballon back down. If you lower the weight of the weight (by lowering it’s density), the ballon will start to float up and away, increase the weight err density of the weight and it drops back down.

The ballon does spin around itself like mad, not too noticable with a flat material but anything more visually discerning would be a mess. A script to lock or dampen the Y rotation would probably help but that’s a task for another day and maybe it’s not a big deal for you.

You can change rope Attachment 1 to the players RightWristRigAttachment (or whatever attachment) instead of the weight attachment via script to have the ballon follow the player like it’s tied to their wrist. Each ballon has it’s own rope so you can attach more than one at a time.

Hope that helps but until it’s out of Beta, it’s fun but you can’t use it live so it’s not that fun.

I’m sure you could use the same rig (without Aerodynamics) and a script to raise the ballon by some amount but I’d have to play around with that.

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I tried it out in studio, and it’s really cool! But also pretty disappointing that it’s only a beta feature. For what I’m doing, It wouldn’t be viable to only allow it to work in studio. I might just try what you said here:

as it would be able to work in game. Though, this is super cool! I appreciate it!

This floating ballon script was posted to another thread. Looks like it could work for you.

I think you will still having the same problem, its because the ropes, they dont work too good if you attach many objects that collides between them to your hand. So you will need not to use that ropes. That’s my suspicion.