Once I get back from my vacation, I will be definitely testing this out. Great feature.
Huzzah! Strange model hitboxes are no-more.
Although this is a very cool update, I think there should be a way to turn it off. Here are a 2 reasons why this should be a choice.
- While selecting a bunch of items in the studio, it can be very laggy due to the tiny circles.
- It’s just kind of annoying to have to see circles on different parts.
Very usefull feature! Been waiting for it to go live
Though i do have to redo parts of a script i just spent a few days working on… Oh well
Thanks so much for that! That will be very useful
This change alone makes pivots superior to PrimaryParts. The lack of offset preservation always made SetPrimaryPartCFrame() absolutely unusable whenever you had to move a model many times. Will love to use this instead.
What exactly are you doing to trigger this? You should normally only see a single pivot indicator for the single object you have selected, with the indicators being hidden while you have a multi-selection.
The only edge case where you can see multiple indicators is when you have a Folder with multiple parts / models under it selected.
I love this new update! The updated API will make my code more readable and accessible to the beginner scripters as well as make code more efficient.
Just a few question: is there a way to move the pivot of imported meshes in Roblox or access the pivot CFrame through a Roblox API property or function? Will this functionallity be available in the future if it does not exist currently?
You change the part.PivotOffset
CFrame property to set where the pivot is from a script.
Though for imported meshes, what specifically did you want / expect?
It was a misunderstanding on my part. I tested the Meshpart.PivotOffset and it worked as expected.
If you select Move, and select parts it becomes very laggy.
Ah, I see. It should be hiding the pivot indicators during the box select but it isn’t, I will fix this.
I find it incredibly annoying, that every time I import a asset into a MeshPart the pivot indicator will appear somewhere far away from the actual mesh and I have to set the pivot to be offset to 0,0,0. I think, that when you import a mesh it should automatically set the pivot to be in the middle of the mesh so it can be easily manipulated.
Yes, it seems this is intended behaviour, if by far away you mean where your meshes 0,0,0 would be (check a program such as Blender to see if it’s centred)
Great update cant wait to see it in roblox soon.
This is so useful for so much developers!
I’ll love to test it out and see it in roblox soon.
Random feeler, how interested would you be in having the Collisions toggle turn on some kind of “bumping” behavior like this for freeform dragging in Geometric mode:
- Looks awesome, I would use it.
- Meh, I probably wouldn’t make use of it.
- No, I have Collisions turned off for a reason!
0 voters
I kept saying this, and this is still a bug:
If you move with PivotTo - events that the object’s parts changed position/angles WON’T FIRE.
I know you have recently added this to the API as if it was intended but this is not a desired behavior.
Somewhat related, was there a reason not to use Model:SetPrimaryPartCFrame()
before this update?
I don’t know if this is fixable, but the only reason why I avoid using this feature is because the daggers are now placed in the center of a part/model instead of around it like before. If this can be changed, please tell me.