We created a scene that had a lot of depth due to the relative size and distance of objects, rendered an image of this scene, then used said image as a decal on a part placed just behind the eye of the storm. We used the same method for rotating this part as we used for the ...
When set to false, the character model will remain fixated in its current rotation, unless a rotating force is applied to the HumanoidRootPart. If the character model happens to be the character of a player, then the behavior of the Humanoid's rotation is influenced by the UserGameSetting'...
For implementation details, see [Rotating Cloud Meshes](../../resources/the-mystery-of-duvall-drive/developing-a-moving-world.md#rotating-cloud-meshes). The **LocalSpaceAnimations** `Class.LocalScript` uses a **LocalSpaceRotation** tag to rotate mostly "cosmetic" objects with a given ...
RotatingLabel A text label with most general properties of a textlabel, except when text is set, it rotates uniformly like an old clock, animating in a satisfying way npm i @quenty/rotatinglabel docs source changelog npm RoundedBackingBuilder Construct a rounded backing with a shadow npm i @...
Gimbal Lock is the locking of an axis, causing us to lose it and when rotating the axis nothing happens: QUATERNIONS 1. Imaginary numbers 1.1 What are imaginary numbers? Imaginary numbers are numbers we sometimes need but do not really exist. For example, take the following equation: ...
My very first post .I have problem with raycasting while using bodyvelocity .Raycasting starts fine at the start but then gets stretched at the last position … How do i fix this ? Since it’s a rotating while moving sk…
FacingCameraWorldUp Facing the camera, but rotating only on the vertical upward world Y axis. VelocityParallel Aligned parallel to their direction of movement. VelocityPerpendicular Aligned perpendicular to their direction movement. Rate number Read Parallel The Rate property determines how many particles...
An animation consists of differentposes, or specific positions and orientations ofBoneorMeshPartobjects within a rig. You can create poses by moving or rotating bones or meshes, such as the rig's hands, feet, or torso. After you create multiple poses on different positions of the timeline, ...
FacingCameraWorldUp Facing the camera, but rotating only on the vertical upward world Y axis. VelocityParallel Aligned parallel to their direction of movement. VelocityPerpendicular Aligned perpendicular to their direction movement. Rate number Read Parallel The Rate property determines how many particles...
(specifically a scooter union operation) to be perpendicular to the surface upon which it lies at all times, with the player’s character to always be aligned correctly on the scooter.Essentially, the player should simply move and rotate with the object (excluding animations).Rotating the ...