Meshes are really cool instances which can make games look really beautiful. There is one thing though that is bugging me about it. You can’t rotate a mesh. Why can’t you rotate a mesh when it does have an Offset and Scale property?
I’m working on a sword that is supposed to have different ‘skins’ (so different MeshId’s), but some of them have a different orientation than others. In order to properly display the mesh I will have to rotate the parent part. Unfortunately I am using the parent part in an animation so I can’t really rotate the part. The only two options I have right now is to 1) create multiple animations for the different meshes or 2) stick another part to the parent part with a different rotation and insert the mesh into that part instead.
The two solutions are far from ideal. A more convenient solution would be to simply rotate the mesh. There is currently no way to achieve that as of now though. Something like a ‘Rotation’ property for meshes would therefore be awesome.
A Rotation property wouldn’t really work all that well (for the same reason fromEulerAnglesXYZ has issues). Mesh.Offset should just be deprecated and Mesh.CFrame (like HandleAdornment.CFrame) should be added.
“Offset” would still be a better property name than “CFrame” since it is actually an offset from the part it is adorned too, “Offset” doesn’t just have to mean an offset as translation (difference in position), can also include a rotation. “CFrame” could be confused as being its own CFrame relative to world space.
Offset is already taken though, and you can’t change the current functionality of the existing property. CFrame is the next best option, and you’d be sticking to the same convention the HandleAdornments use (very similar to meshes), so that’s even better.