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Modifiying the CFrame tool to work with models?

Asked by 10 years ago

Hi everyone. I've been trying to make the CFrame tool (where you can move parts with the "arrow handles" and "rotation orbs") work with models for my personal use as I want to move and rotate models on an axis with a tool instead of dragging it around everywhere with the default move tool, like in ROBLOX studio.

I've been at this for hours and I did make some progress, but lost it because of ROBLOX Studio crashing when I was about to save my work (with no auto save...) Now I'm back at square one.

The hard part of making this is work is the fact that the tool is made to work with the mouse's Target, so I'd have to rewrite the code to make it so that it gets the model and make it able to be moved and rotated.

I have the following idea for a recursive function to get the root model of a group of parts/models:

function getRootModel(model)
    if model.Parent == game.Workspace and model:IsA("Model") then
        return model
    elseif model.Parent ~= game.Workspace then
        getRootModel(model.Parent)
    elseif model.Parent == game.Workspace and not model:IsA("Model") then
        return nil
    end
end

EDIT: I've got the CFrame tool to work with models, now I am wondering why when I move the model, it goes in a completely different direction to where I want it to go. The script is below.

local Tool = script.Parent

enabled = true

local selectionBox
local arcHandles
local moveHandles

local selectedPose
local previousCFrame
local previousDistance

function getRootModel(model)
    if model.Parent:IsA("Model") and model.Parent.Parent == game.Workspace then
        return model.Parent
    elseif not model.Parent:IsA("Model") and model.Parent.Parent ~= game.Workspace then
        return getRootModel(model.Parent)
    elseif not model.Parent:IsA("Model") and model.Parent.Parent ~= game.Workspace then
        return nil
    end
end

function onArcHandlesDown(normal)
    print("handlesDown")
    if selectedPose then
        previousCFrame = selectedPose:GetPrimaryPartCFrame()
        moveHandlesPart.Position = selectedPose.PrimaryPart.Position
        moveHandlesPart.Size = selectedPose:GetExtentsSize()
    end
end

function onArcHandlesDrag(axis, relativeAngle, deltaRadius)
    if selectedPose then
        local axisangle = Vector3.FromAxis(axis)
        axisangle = axisangle * relativeAngle
        selectedPose:SetPrimaryPartCFrame(previousCFrame * CFrame.Angles(axisangle.X, axisangle.Y, axisangle.Z))
        local x, y, z = selectedPose:GetPrimaryPartCFrame():toEulerAnglesXYZ()
        print(math.floor(math.deg(x)), math.floor(math.deg(y)), math.floor(math.deg(z)))
        moveHandlesPart.Position = selectedPose.PrimaryPart.Position
        moveHandlesPart.Size = selectedPose:GetExtentsSize()
      end
end

function onMoveHandlesDown(normal)
    print("handlesDown")
    if selectedPose then
        previousDistance = 0
        moveHandlesPart.Position = selectedPose.PrimaryPart.Position
        moveHandlesPart.Size = selectedPose:GetExtentsSize()
    end
end

function onMoveHandlesDrag(normal, distance)
    if selectedPose then
        local delta = distance - previousDistance
        translation = CFrame.new(Vector3.FromNormalId(normal) * delta)
        selectedPose:SetPrimaryPartCFrame(selectedPose.PrimaryPart.CFrame * translation)
        previousDistance = distance

        print(selectedPose.PrimaryPart.Position)

        moveHandlesPart.Position = selectedPose.PrimaryPart.Position
        moveHandlesPart.Size = selectedPose:GetExtentsSize()
    end
end


function onButton1Down(mouse)
    print("3DButtonDown")

    selectionBox.Adornee = nil
    arcHandles.Adornee = nil
    moveHandles.Adornee = nil

    if mouse.Target ~= nil then
        selectedPose = getRootModel(mouse.Target)
        selectionBox.Adornee = mouse.Target
        arcHandles.Adornee = mouse.Target
        moveHandlesPart.Position = getRootModel(mouse.Target).PrimaryPart.Position
        moveHandlesPart.Size = getRootModel(mouse.Target):GetExtentsSize()
        moveHandles.Adornee = moveHandlesPart
    end
end


function onEquippedLocal(mouse)
    local character = script.Parent.Parent
    local player = game.Players:GetPlayerFromCharacter(character)

    mouse.Icon ="rbxasset://textures\\DragCursor.png"
    mouse.Button1Down:connect(function() onButton1Down(mouse) end)

    selectionBox = Instance.new("SelectionBox")
    selectionBox.Color = BrickColor.new("New Yeller")
    selectionBox.Adornee = nil
    selectionBox.Parent = player.PlayerGui

    arcHandlesPart = Instance.new("Part")
    arcHandlesPart.Name = "ArcHandlesProxyPart"
    arcHandlesPart.Size = Vector3.new(2,2,2)
    arcHandlesPart.Parent = player.PlayerGui

    moveHandlesPart = Instance.new("Part")
    moveHandlesPart.Name = "MoveHandlesProxyPart"
    moveHandlesPart.Size = Vector3.new(2,2,2)
    moveHandlesPart.Parent = player.PlayerGui

    moveHandles = Instance.new("Handles")
    moveHandles.Style = Enum.HandlesStyle.Movement
    moveHandles.Color = BrickColor.new("Lime green")
    moveHandles.Adornee = nil
    moveHandles.MouseDrag:connect(onMoveHandlesDrag)
    moveHandles.MouseButton1Down:connect(onMoveHandlesDown)
    moveHandles.Parent = player.PlayerGui

    arcHandles = Instance.new("ArcHandles")
    arcHandles.Color = BrickColor.new("Really black")
    arcHandles.Adornee = nil
    arcHandles.Axes = Axes.new(Enum.Axis.X, Enum.Axis.Y, Enum.Axis.Z)
    arcHandles.MouseDrag:connect(onArcHandlesDrag)
    arcHandles.MouseButton1Down:connect(onArcHandlesDown)
    arcHandles.Parent = nil

    mouse.KeyDown:connect(function(key)
        if key:lower() == "r" and moveHandles.Parent ~= nil then
            moveHandles.Parent = nil
            arcHandles.Parent = player.PlayerGui
        elseif key:lower() == "r" and arcHandles.Parent ~= nil then
            moveHandles.Parent = player.PlayerGui
            arcHandles.Parent = nil
        end
    end)
end

function onUnequippedLocal()
    selectionBox:Remove()
    arcHandles:Remove()
    moveHandles:remove()
end


Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)

Thanks in advance!

0
I took a look at the CFrame tool awhile ago and it's broken because of one line: 48. Should be 'selectedPose.CFrame = selectedPose.CFrame * translation' I know this doesn't help but I can't answer this question atm, so look up 'SetPrimaryPartCFrame' on wiki(: Goulstem 8144 — 10y
0
I did but I realized some models don't have PrimaryParts so it would break. I could make one, I just need to grab the model I want from my old pc as I just transitioned a few days ago to a new pc. Spongocardo 1991 — 10y
0
Okay, I've got the tool to work with models. The rotation works great but when I switch to moving the model (I made a part where it changes between rotation and moving), the movement goes in a different direction from where I want it to go, depending on the model's location. I'll replace the old CFrame tool script with my one. Spongocardo 1991 — 10y

1 answer

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Answered by
Tkdriverx 514 Moderation Voter
10 years ago

Use this plugin while using Edit mode in your place. It allows you to do a bunch of stuff with models, including scaling them as well as moving them. It also works with individual parts.

0
Thanks, but I'm going to be using it for in-game where I will be moving and rotating models to create an atmosphere. That's why I require a tool. Spongocardo 1991 — 10y
0
Just build it in Edit mode. It's easier and your character doesn't get in your way. Tkdriverx 514 — 10y
0
Yes, but I want to interact with objects in real-time. Edit mode doesn't allow me to do that. Spongocardo 1991 — 10y
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