Track (Model) build own rollercoaster.
Oh, I see, thanks.
I forgot that I may need to still ResizeAlign even when there’s zero rotation if a previous placement resized the model out of shape slightly.
Redupe Update for 1/19
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The Auto ResizeAlign setting will avoid generating wedges for the case of MeshParts and Unions whose geometry doesn’t extend all the way out to their corners. For these parts, the wedges look obviously out of place, sticking out beyond the duplicated geometry. In these cases, Redupe will fall back to an outer join for the ResizeAlign. This fixes FarCoff’s issue with the tunnel. @UnhingedAccident
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Redupe now knows to ResizeAlign stuff it has ResizeAligned previously even if no rotation angle is specified. This is necessary because the object may have been resized out of shape by the ResizeAlign. This fixes Chris0neilson0’s issue with the rollercoaster @Chris0neilson0
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Added informational warnings that show up when you specify a non-default spacing/padding but have ResizeAlign on. This combination may not do what you intended because the ResizeAlign partially negates the effect of the spacing.
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Additionally, ResizeAlign will be ignored when you specify a non-default spacing for a single-part duplicate, because I’m pretty sure it was the spacing you wanted in that case, not the ResizeAlign, otherwise you would have just resized the part first. This solves Phantoms’ issue reported elsewhere.
I have a suggestion for the plugin
Say youre making a pipe like this:
and want to easily create a straight line while having multiple parts, like the connector and the tube, but when you place the result, the tube will be split into multiple parts like this:
In the image you can see that the main tube is split into 5 different parts when it could be one single part just stretched out, if you are making a long pipe it could cause some performance issues
You could just delete all the tube parts but the start and end ones, then stretch the start one to the end one and delete the end piece, but having the plugin do this for you would be great (especially if you have multiple parts, like this:
)
I do want this but I have’t figured out a good solution for it.
The issue is what form the result takes: If you imagine Reduping again after the first Redupe that makes the parts span both models, now you’ll have a really weird result, because the original result was “disblanced”, the parts existed in one model and not the other.
If anyone has a good idea of a flow here I’d be interested to hear it. My best idea is actually to make a separate plugin which works even without Redupe, a “part combiner” plugin that looks for any / all combinable parts in the selection or place.
Hi, the plugin is excellent, it’s really great work, as usual from you, so thank you so much.
However, there’s something that occasionally frustrates me. Like most people, I’m used to pressing Ctrl + Z to undo.
In this plugin, when I do that by reflex instead of clicking Reset button, it triggers an undo outside of the plugin. And then Ctrl + Shift + Z doesn’t fix the issue, so I end up having to manually redo/delete things again. I make this mistake often.
Would it be possible to prevent this behavior, or to add a keyboard shortcut inside the plugin so that Ctrl + Z performs the plugin’s undo (for example after duplicating a part), instead of requiring a click on the Reset button?
Thanks again for this excellent plugin!
Alas, there’s no API surface to let a community plugin do this currently. A plugin can tell when the user performs an undo but it can’t prevent the default undo behavior from occurring.
I could make an extra undo waypoint when you open the tool but to have an effect it would have to have actual changes in it (like toggling a junk attribute on a service), and I have no way to remove it once I’ve added it so trying to undo afterwards you’d have a Ctrl+Z press that doesn’t seem to do anything.
Do you think the second weirdness would be preferable to the current weirdness?
Redupe Update for 1/25
Now has full undo support that probably works how you expected it to. Thanks @FabienDev for the push, it turned out to be more doable to implement a sane behavior here than I was expecting:
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Pressing Ctrl+Z after opening the plugin will close the plugin rather than undoing the action you did before opening it.
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Pressing Ctrl+Z after adjusting the preview in the plugin using the handles will undo the last adjustment you made to the preview.
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Pressing Ctrl+Z does not undo changes to settings in the panel, it only undoes adjustments made through the handles. I chose not to have it apply to settings changes in the panel because:
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This would be inconsistent with people’s expectations from other Roblox tools because no other community plugins / built in Studio tools have Ctrl+Z apply to settings changes.
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This would set up a bad expectation for my other plugins: It’s probably undesirable for GapFill or ResizeAlign to “eat” your Ctrl+Z press because they don’t have a similar transient editing state, rather they’re mostly one-shot effects.
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And he does it once again, very cool
You’re too good, thank you so much.
I really wish Roblox would go back on their decision and bring back, like in the good old days, plugins that you could buy with Robux… but oh well, that’s how it is.
Is there any way I can give you a bit of money to thank you for the excellent plugins you made ?
You are a hero to me. Without Redupe I couldn’t make exit ramps, archimedies was too mathematically confusing. I have been struggling for ever on this, I can’t wait to use this for even bigger projects!!!
most accurate post ive seen in ages XD
Hello, as a builder I use all of your plugins a LOT. However this plugin has a big pitfall in me using it. I would love to see a feature that allows me to edit the redupe while I’m attemping it. Currently when i try to use another plugin like F3X or even the roblox resizings to edit my duping object, it will close out and cancel the plugin. However I would like it to work more like Archimedes, where you can edit the base object however you want and it will update.
This is very important as I will lose the perfect redupe movement I have made, go back, and readjust making the workflow more than half the speed.
This feature would bring this plugin from top 10 to top 3,
Thank you!
Can I change the snapping of the movement vertically?


















