Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

CFrame tool rotation going too fast?

Asked by 9 years ago

Hi everyone, I've got a CFrame tool which I am close to completing to make it work for models. Any model that has a PrimaryPart will work fine when moving and rotating, but when I have a model without a PrimaryPart, I can move the model just fine, but rotating it causes the model to rotate frantically if I move one of the ArcHandles a bit. I have tried multiplying the axisAngle variable (near the bottom of the question) by a small Vector3, but this has led to only being able to rotate it to a certain point, so I got rid of it.

Below are my functions used to achieve the result above.

Model rotate function:

function TransformModel(objects, center, new, recurse) --This is used to rotate models without a PrimaryPart. Credit to Anaminus for the main function.
for _,object in pairs(objects) do
if object:IsA("BasePart") or object:IsA("PartOperation") then
object.CFrame = new:toWorldSpace(center:toObjectSpace(object.CFrame))
end
if recurse then
TransformModel(object:GetChildren(), center, new, true)
end
end
end

Get root model function:

function getRootModel(model) --This is used to get the root model for the selectedPose variable. The selectedPose variable is handled in a different function.
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

Main functions (for ArcHandles):

function onArcHandlesDown(normal) --This sets the previousCFrame variable for use when you move one of the ArcHandles.
print("handlesDown")
if selectedPose then
previousCFrame = (selectedPose.PrimaryPart == nil) and selectedPose:GetModelCFrame() or selectedPose:GetPrimaryPartCFrame()
moveHandlesPart.Position = (selectedPose.PrimaryPart == nil) and selectedPose:GetModelCFrame().p or selectedPose.PrimaryPart.Position
moveHandlesPart.Size = (selectedPose.PrimaryPart == nil) and selectedPose:GetExtentsSize() or selectedPose.PrimaryPart.Size
end
end

function onArcHandlesDrag(axis, relativeAngle, deltaRadius) --This is the main function. It handles the rotation for models with and without a PrimaryPart.
if selectedPose and selectedPose.PrimaryPart then
local axisangle = Vector3.FromAxis(axis)
axisangle = axisangle * relativeAngle
selectedPose:SetPrimaryPartCFrame(previousCFrame * CFrame.Angles(axisangle.X, axisangle.Y, axisangle.Z))
moveHandlesPart.Position = selectedPose.PrimaryPart.Position
moveHandlesPart.Size = selectedPose.PrimaryPart.Size
elseif selectedPose and not selectedPose.PrimaryPart then --This is the start of the statement which handles the rotation for models with no PrimaryPart.
local axisangle = Vector3.FromAxis(axis)
axisangle = axisangle * relativeAngle
TransformModel(
selectedPose:GetChildren(),
previousCFrame,
previousCFrame * CFrame.Angles(axisangle.X, axisangle.Y, axisangle.Z),
true
) --This is the call to the first function to rotate the model. However, this makes the model rotate frantically.
end
end

Any help is appreciated, thanks!

Answer this question