[No possible solution, ignore this post lol] How could I achieve a stretchy effect?

I have a part that’s at a roughly 30 degree angle, and I want it to stretch like this:

How would I calculate the position and size? I don’t know just how much I want to stretch it by, so can it be an adjustable variable? And also notice the left static edge of the selection box isn’t actually at the part’s corner, that’s intentional, since I might want to have that functionality of not being based on the corner. Any suggestions? Thanks!

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You could either make a mesh with the part at that specific angle and change the size of it or use EditableMeshes with CageMeshes to do a mesh deform on each vertices.

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I wanna do this using that though, otherwise I would have just unioned my part to a mainpart in the orientation I want to stretch, and I would have gotten my result :smiley:

i don’t think there’s a way to resize normal parts like that currently

Not even with a script? I’m sure it’s definitely possible, here’s me doing it manually:


I did this with the “union method” mentioned above :D

of course you could do it with a mesh or a union, but i assumed you wanted to do it on a normal part; i don’t know if there’s any other solutions

Oh yeah sorry, you’re right, I can’t do it on a normal part, as the angles don’t stay 90*

I can turn it into a union or a part operation or a mesh, that doesn’t affect what I’m trying to do :smiley:

Thanks for pointing that out!

Edit: I can’t do it with a union nor meshpart without doing the mainpart trick. Sooo uhh… I don’t think this post has a solution :thinking:

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i would say that it’s need tobe a rigged part

Alright guys… there is no solution, other than unioning a mainpart in the direction I want scaled… which won’t work for me, soooo… how do I close down this post?

Thank you guys so much for guiding me into realizing that :smiley:

If you are just using rectangular prisms and you are only stretching in one plane that aligns with two of the part’s axes, you can split your part into wedges and apply the stretches to that. I can create a little proof of concept for you if you want

Shouldn’t this be possible using BasePart:Resize()? You would have to do some math still to know your deltaAmount, but I don’t think it’s impossible what you’re trying to do.

Edit: since you can use :Resize() on Unions as well, I don’t think there should be issues.

He is talking about resizing along an arbitrary axis. It’s only possible if you split your part up into multiple parts/wedges or if you use unions/meshes

The thing is, if he were to make the part into a UnionOperation, which he did, then :Resize() would work right? I’m assuming of course that the Enum.NormalId is also known. I don’t see why this wouldn’t work on an arbitrary axis per se.

Look at the video posted above. Notice how it becomes a rombus? How would you do that with traditional scaling? You can’t :c

I tried BasePart:Resize() out myself with a Union like yours, and it seemed to give the result you’re looking for?

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Yes, that’s definitely possible, and it does give me the result I want, but… well actually, well no… Can you give me your resize function, I think I can figure something out :smiley:

Thanks!

Edit: Seeing Enum.NormalId.Back gave me an idea… :0

Edit 2: I found the resize function, but idk the code behind it… I need to code behind it so that I can modify it a bit for my application :D

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This post might be helpful for what you’re trying to do, it doesn’t use the :Resize() function though.

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Thanks, I didn’t know there was already a post about this :sweat_smile:
That would have saved me like 3 hours

I’ve made my own system (I’m not done yet, I have some issues…)

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