Yeah everybody seems hyped. I typed “WorldModel” and nothing pops up. How do we use a WorldModel?
Would using the WorldRoot with limited amount of parts be more efficient than using :FindPartOnRayWithWhitelist with same parts on workspace (considering workspace has many other different instances)?
so does this mean when parenting a humanoid model to it, it’ll just fall into the abyss, or will they stay in place? basically, will I need to create a baseplate for humanoids to stand on?
WorldModel ? Animate humanoid inside a ViewportFrame ?
Heh, behold my power :
i believe you could do that since day 1 lol
Wow, I was actually just going through the calculations for doing animations in viewport frames yesterday, which I finished. However, I only need to modify a few lines of code to have the animations work with this new instance.
Although, I’m wondering which way is more efficient before I go and swap it. Would manually setting each CFrame of the limbs or setting the Transform of Motor6Ds with a WorldModel Instance be more efficient?
It seems like R15 character scaling values inside humanoids (such as BodyHeightScale) do not work properly on characters placed inside a WorldModel. Was this overlooked, or is it a limitation we shouldn’t expect to be remedied?
Until then, I will have to go back to the old ways of using invisible animated characters in the workspace.
this could be a bug, so we will look into it
what do you expect to happen, and what is happening?
i insert animation script into the character and is no show the animation. (just same as the character inside workspace)
Ayy this is pretty cool. Currently we have a system that c-frames the model in workspace and constantly copies the animated model in a viewport frame to “animate” it. This should make things a bit easier
Edit: It would also be nice to be able to use viewport frames in surface GUI’s.
Second Edit: I think you should be able to add a model inside of a viewport in a surface GUI part to have it show up, not adornee it through starterGUI. It’s more intuitive.
you can use already viewportframes in surface guis
No you can’t. I just tried to earlier and it wouldn’t show the model, and when I moved the model to a regular GUI it showed up. Unless it’s broken.
Left is a regular GUI with the same model as the viewport frame on the right.
As you can see, it’s not showing up.
try put the surface gui inside starter gui and set the adornee to the part.
6 months is pretty good turnaround time, not gonna lie.
That worked, thanks. But I seriously think they should allow you to add it how I originally tried. It’s more intuitive.
Is physics calculated ‘locally’ in WorldModels? Eg if I have a spaceship and character inside a WorldModel, can I put the WorldModel millions of studs away from the origin and still have stable physics for the ship and character?
This is great. Thanks for the consistent updates to make our lives easier. Many of the new features have helped trim down our code.
I am curious though; How the raycasting works with WorldModels. Anyone got an example of what this would look like?