There are like 50 post about this already
Wow! Can you tell me how they did this?
Im not entirely sure how, but i can sure you that it was ācomplicatedā (quote from the friend). Ill copy and paste her reply to you here
"Hi! Maple here, Iām going to try my best to simplify and leave as much detail as possible without having to make this reply large. I used ViewportFrames to render the objects. Structured the main mirror script to be Object Orientated (OOP) so I can handle/reference objects and mirrors more effectively. For reflecting the objects, they are first parented in a WorldModel in the ViewportFrame. And with a little scripting and optimization, I made it to be able to reflect.
Specifically, to reflect the object, I cloned the original object (one that is in front of the mirror to be reflected), parent it in the WorldModel (of the ViewportFrame), and did some fancy math reflections to CFrame the object that Iāve cloned (and parented to the WorldModel) that is based off the original object (one that isnāt in the WorldModel/Cloned), but reflected (or put behind the mirror, and allow the ViewportFrame to render it).
Sadly, animations canāt possibly be reflected, though, I can reflect each individual body part of the character. But thatās too hacky and possibly resource consuming. Tried it, only to find out another problem with certain body packages being reflected incorrectly (e.g a body part being reflected correctly, but isnāt orientated correctly due to the mesh being orientated but not the BasePart itself, if that makes sense).
Extras: We optimized the mirror by just doing raycast and other checks. For one, if an object is obstructing the view (or is in between the player and mirror itself) of the mirror, itāll stop rendering/CFraming objects as well as stop and disable the mirror SurfaceGui and rendering itself. Iāve also performed checks for if the player is behind the mirror or far away to an extent. Iāve also made the mirror render objects that have been updated (e.g colors, transparency, material, etc) with the use of Events/Listeners, which isnāt shown in the video Holly posted."
~ Maple
Hope that helped you with her reply!
cool! Does your friend have a name for the project
I think she does, im not so sure. Though, I do know she created it for us to use in our current projects.Not entirely sure if she does have an actual on going project of her own(?).
Seems like a good resource, I will use it to make my rabbit characterās ears more realistic, i hope collisions come out soon so I can make hair for my characters that doesnt gets inside their caps or bodies.
how to use it with a tool i tried to use but it not moved a inch
(this is a lenght long)
Thank you so much! This is actually real cool!
I tried a see chat, and model just broken or deleted ?_?
Changed. (Module just delete by the Roblox xd, so yeah, guys, we canāt make this in soon time) 29.03.23, Just use a github.
Cant get it from roblox anymore?
the roblox model was taken down
so how can i get it now? Ive seen it in github but idk how to use it
This is incredible, and this video is over two months old so I know its only gotten better. Any estimate on when we can get our hands on a demo? (Not tryna pressure you guys or anything, take your time with this very cool project).
im excited for the colision update
Hey I believe there is a memory leak in the code. On line617 the RemovedEvent is fired after the event is destroyed on line600 resulting in the actor not being destroyed because the RemovedEvent callback wonāt be called
Does anyone know why is this happening to my model whenever I tag it with SmartBone?
Without SmartBone
With SmartBone
Please help, I have been trying to fix this for the past 2 days
What attributes are you using on the root part?
Even if I use the default one, it shows the same result
Hm this is odd behaviour mind sharing the mesh your using here or in pms?