How do I lock it into 1 position and stop it from automatically pulling the model into frame when I add parts that are large onto the model?
I am confused by what you are trying to do. Mind posting some images and some code with what is going on and what you actually want it to do?
Video: https://www.youtube.com/watch?v=ZSU7ixtd5h0
When using module3d to clone the character, if parts are added like armor, for example, the model is set farther from the camera in order to fit all the parts in, is there any way to counter this and always have the model and the camera in the same place or base the cframe from a part like humanoidrootpart?
This functionality isn’t really supported, but shouldn’t be a problem with the current version unless you are calling Update
, SetCFrame
, or SetDepthMultiplier
on the frame. Can you post some code that includes equipping armor if you aren’t calling these methods?
Ah, its alive. I ended up just changing the part where it pans (model center) out to fit the whole model and changed it to only pan for the head. Works better now, prob should’ve looked at the module a bit harder my fault. Thanks for the responsiveness and keep up the great work!
What i was trying to accomplish:
This is a very useful Module the only probably I am having is when I put a Particle on a part and then use that part with 3D Module the particle won’t show on the part in the Frame is there any way to fix this?
Module3D V6 is limited to what ViewportFrame
s can do. They can’t display particles, so you won’t be able to use them with Module3D.
Bummer it’s all good tho still a great plugin!
Amazing. One word explains it all.
Is there a version of this that uses the old method (Like v4) but doesn’t glitch your camera out like crazy? I was gonna try v5 but it’s taken down. I’m not going to be moving the frame much. It’ll be a still frame, however, I’d like to have particles on my model which is not possible using ViewportFrames.
V5 was taken down due to having awful performance. V4 is the last public version not to use ViewportFrame
s and I have no intention of supporting that use case in the future.
hm, I’ll have to try my hand at it in the future then. Thank you for replying :3
Hi,
I love this Module saves a lot of time, is it possible to move where the viewportframe is looking at a model? I want to show a tall model but want it to focus at the top
Thanks
SetCFrame
is the only supported method to do this. You may find it easier to set up a ViewportFrame
manually with the model and Camera
rather than fight with Module3D. It wasn’t meant to do much for camera manipulation.
Sorry if I’m late here but is there an option to zoom in? Because I was fixing bugs and then suddenly the models appeared really small instead of their actual size. I’ll show you a photo:
And here’s a snippet of the code that uses Module3D V6:
local function onTemplatePress(temp)
selectedTemplate = temp
if selectedTemplate:FindFirstChild(“Equipped”).Value == true then
selectedTemplate.Checkmark.Visible = true
equipBTN.Text = “UNEQUIP”
else
selectedTemplate.Checkmark.Visible = false
equipBTN.Text = “EQUIP”
end
petNameDisplayInfo.Text = temp.Name
for i, v in pairs(displayPets:GetChildren()) do
if v:IsA("ViewportFrame") then
v:Destroy()
end
end
local petModel = Module3D:Attach3D(displayPets,replicatedStorage.Pets:FindFirstChild(temp.Name, true):Clone())
petModel:SetDepthMultiplier(1.2)
petModel.Camera.FieldOfView = 5
petModel.Visible = true
runService.RenderStepped:Connect(function()
petModel:SetCFrame(CFrame.Angles(0,tick() % (math.pi * 2),0) * CFrame.Angles(math.rad(-10),0,0))
end)
end
_G.newTemplate = function(petName)
local newTemplate = template:Clone()
newTemplate.Name = petName
newTemplate.Visible = true
newTemplate.Parent = container
local petModel = Module3D:Attach3D(newTemplate.Display,replicatedStorage.Pets:FindFirstChild(petName, true):Clone())
petModel:SetDepthMultiplier(1.2)
petModel.Camera.FieldOfView = 5
petModel.Visible = true
runService.RenderStepped:Connect(function()
petModel:SetCFrame(CFrame.Angles(0,tick() % (math.pi * 2),0) * CFrame.Angles(math.rad(-10),0,0))
end)
newTemplate.MouseButton1Click:Connect(function()
onTemplatePress(newTemplate)
end)
end
btw module3d is located in replicated storage
does any version of this plugin support particle emission? if so could i get a link to one please
No, because of Roblox limitations.
thats a shame, i saw in another posts older versions did allow it, making a shop and i have no clue how to display auras there
i copied the script over because i used it in another game but it just isnt working for some reason? i copied everything exactly over, any help?