#How do you create a smooth zoom-in effect and then zoom out in Studio?
56 messages · Page 1 of 1 (latest)
good idea
actually can you help me with something else too?
ok
i'm trying to get a model to match the orientation of a character but it's just not working with cframe: angles
just set cframe to humanoidrootpart cframe
that half works, i get an error which says Unable to cast Instance to CoordinateFrame and it puts down the model next to my character but not in the right way
it's turned to the right of my character
can i see the code?
local UIS = game:GetService("UserInputService")
local deb = false
local plr = game.Players.LocalPlayer
local zoomParts = game.ReplicatedStorage.zoomBeamModel
UIS.InputBegan:Connect(function(input,GE)
if GE then return end
if input.KeyCode == Enum.KeyCode.B and deb == false then
local przoom = zoomParts:Clone()
przoom.Parent = workspace
przoom:SetPrimaryPartCFrame(plr.Character.Torso.CFrame)
przoom:SetPrimaryPartCFrame(plr.Character.HumanoidRootPart)
end
end)
przoom:SetPrimaryPartCFrame(plr.Character.HumanoidRootPart)
thats a instance
not a cframe
m
mbv
mb lmc
fixed it to be przoom:SetPrimaryPartCFrame(plr.Character.HumanoidRootPart.CFrame) but it still does the same thing as before
przoom:SetPrimaryPartCFrame(plr.Character.HumanoidRootPart * CFrame.Angles(math.rad(90),0,0))
** You are now Level 6! **
it went a bit more up but still not the right way turned
red lines are how its sposed to be btw
ok so you know the math.rad(90)
yes
first positive x
uh huh
so math.rad(90),0,0
mhm
huh??
wait that worked
just putting a 0, before the math rad and removing another one
my apologies man i just have no idea how that works and i'm really bad at math
oh
i ment keep moving the math.rad thingy
but np
math.rad(90) turns it into radians. 90 radians is i think pi/2
alright i'm gonna come out and say it i have no idea what that means
the reason i stopped scripting is because i can't do ANY math and always needed help w it
you cant script if you dont know maths