See how the tree goes through the egg? is there a way to make that not happen
Hey, pretty sure there is some kind of a way related to this.
However, BasePart.AlwaysOnTop - #17 by 0xBAADF00D
This has been a request for years and years now, and we are seeking for it.
Honestly, you could stop the player humanoid with making their walkspeed 0, and then as well changing cameratype to scriptable so they can’t move it, after the egg has hatched, you can return it back.
Ok, thanks but im confused because i see that games like Bubble Gum Simulator have this working. Is it because they use a viewport frame or?
Did you try to use viewport frame? Because you for some reason moved eggs to workspace.
Lol sorry I feel bad for asking for code help, but I have been stuck for like 3 hours on figuring out how to make the cframe stuff from the model turn into a viewport frame cframe
here is the code for the model
local speed = 1.25 -- starting speed
hatchOneConnection = RunService.RenderStepped:Connect(function()
local cf = CFrame.new(0,0,-eggMesh.PrimaryPart.Size.Z * 2) * CFrame.Angles(0,0,math.sin(speed *time())/2)
eggMesh:SetPrimaryPartCFrame(camera.CFrame * cf)
if speed < 50 then
speed += 0.01 * speed
end
end)
eggMesh.Parent = camera
wait(3)
Here is an example code of the viewport frame thing im using, what this does is turn a pet 360 degrees in 3 seconds.
local i = 0
while i < 180 do
petModel:SetCFrame(CFrame.Angles(0,i/18, 0) * CFrame.Angles(math.rad(-10),0,0))
i += 1
task.wait()
end
Here is what I have so far lol
local eggModel = Module3D:Attach3D(script.Parent.Parent.PetDisplay,eggMesh)
eggModel:SetDepthMultiplier(1.2)
eggModel.Camera.FieldOfView = 5
eggModel.Visible = true
local speed = 1.25
hatchOneConnection = RunService.RenderStepped:Connect(function()
eggModel:SetCFrame()
end)
I dont know what to put in the set Cframe though to make it progressively shake faster
Why don’t you use tween service or animations?
idk how i would implement tween service, and idk how to use animations