WorldModel Is Now Available

Yeah everybody seems hyped. I typed “WorldModel” and nothing pops up. How do we use a WorldModel?

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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)?

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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?

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WorldModel ? Animate humanoid inside a ViewportFrame ?

Heh, behold my power :
UIlisitin2

i believe you could do that since day 1 lol

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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?

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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.

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this could be a bug, so we will look into it

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why this is no work for me?
image

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what do you expect to happen, and what is happening?

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i insert animation script into the character and is no show the animation. (just same as the character inside workspace)

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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 :wink:

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.

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you can use already viewportframes in surface guis

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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.

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how you tried to do that?

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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.

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try put the surface gui inside starter gui and set the adornee to the part.

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6 months is pretty good turnaround time, not gonna lie.

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That worked, thanks. But I seriously think they should allow you to add it how I originally tried. It’s more intuitive.

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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?

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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?

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