Making 2D scope effect on an 3D scope model

I need to make that scope effect when player’s aiming. So, the problem is, when i just place camera CFrame at scope position, but the scope model is making it impossible to use scope grid properly, like up to 500 meters.


The scope must imitate lens effect. It’s not about placing glass (It’s working tho, but it’s not rendering particles and other things), it’s about making the scope model… 2D? Just so it won’t make any trouble to aim.


(oh god my english is so bad)

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I’d use something known as an ADS (Aim down sights) Mesh. I’m not too knowledgable in that field but I used them once or twice. The idea is that once the user has decided to use scope, you make the actual scope invisible to the player and replace it with a different model/mesh that would be what a person would see if they put their eye to a scope. More of a flat version of the scope so when they zoom in, all they really see is the rim of the scope and the glass so they can actually aim at targets. Then obviously swapping them back once the person has decided they don’t want to aim anymore.

I would have no idea how to do this as I used a gun system that handles that for me, but I hope I pointed you in the right direction.

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This probably won’t be that seamless as i want.

There’s also a possible solution - placing the scope grid in First Focal Plane (Basically, at the end of the scope). This will make it possible for aiming at any distances, but it would be hard to calculate trajectory on low aim zoom (< 10 times).

Yeah, i know i can just make zoom further, but there’s a problem with realism. Many scopes doesn’t have this big zoom, it just doesn’t make sense.

This is an effect i want to achieve:

(Taken from Wikipedia PSO-1 article)

(Oh, also the scope grid on the real image is shown bigger, compared to the game screenshot. 1 stud = 0.28 meters, so the useful scope grid in the Roblox will be ~3.7 smaller, than in real life.)

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I still think a sort of ADS Mesh system could work, although it can definitely be done a better way which I probably don’t know of as I don’t really work with scripting. I think I’m just really bad at showing what I mean.

For example, this is what my scope looks like normally without doing anything to it:

Then here while aiming is active:

This creates this effect while aiming (Ignore the unrealistic sight, it’s an eyesore to remind me to change it one day):

As compared to without doing that:

Instead of it actually looking through the scope, it just kind of removes the actual scope and just keeps the sort of outer rim part that you’d only be able to see if you were looking down the scope anyways.

As you can see, my attempt/rendition at it isn’t the best on this rifle, but it was my first attempt and I believe you could do it better than I could. :sweat_smile:

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That’s sounds like a good thing. So, how it does work when you actually aim? I don’t think i got any timing to change scope model while aiming so the player won’t notice it:
aim_gif

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I’m not exactly sure, I think it’s a blend of a few things happening at the same time. I think they’re sort of using a way to make the actual scope fade as you zoom in, since it is in such a short amount of time it becomes very hard to notice, although sometimes this does have visual artifacts and you’d need a very good ADS Mesh to make it look more seamless.

I apologise if I don’t really know how much of this works, I should’ve really seen that this was in scripting support (still getting used to DevForum).

I think something you’ll come to find is using glass for scopes is generally a bad idea. It may look nice, but it makes a lot of things not render. You’d be forced to never have features like smoke grenades.

Personally, for my game I’ve spent a lot of time getting the scopes to feel and look good. My exact technique is similar to what was posted above by @JustJoel1

As for zooming, you should just really adjust the FOV of the camera.

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Sooo, i think it’s about changing transparency of the main scope model after the camera has been zoomed in. I’ll try this. Thanks!

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