#How should i approach this?
1 messages · Page 1 of 1 (latest)
I already have a V1 of it
which is this
But i want to get the exploding one, since its actually cool asl
i dont have experience in vpf but cant you just apply force to the parts?
to my knowledge vpf is kind of like a camera so just apply force to the parts its watching
viewportframes are just like the 3d viewport, when you add a camera to it you will be able to see any parts parented to the viewport, im unsure what OP wants due to the lack of a reference though. 🤷♂️
if you were desperate to workaround VPF then make ur own VPF system
make parts be shown on the players screen by constantly positioning and rotating the parts according to the player’s camera position and orientation
since it’s happening locally then the parts created won’t be seen by others
that way you can workaround VPF
hes looking for a way to apply force to the parts essentially
cant u use linearvelocity for that?
again, as i said
VPF is just for rendering
not for physics
so i dont know how to approach this
( thanks to sinister for ts 🥹 )
im not so sure about if they did use VPF at all
LinearVelocity wouldnt work whatso ever
its not really built for physics
i actually did not know that, perhaps (like how @ruby stone suggested) ditch the viewport frames and place physical parts infront of the player camera locally
ah, i see i see. ill see on what i can do, thanks!
you're welcome, ill check the dev forum for similar threads if that could be of help!
@zealous girder
https://devforum.roblox.com/t/is-there-anyway-to-get-physics-in-a-viewport-frame/1446937/5
to summarize, the answer given was to use worldmodels, now these cant provide full physics to vpf's but can allow for joints & animation, you could consider this and simply animate said explosion of parts?
it'd be much less of a headache.
you can tweak the numbers to make it better
if this is to your liking
i can help on it
i just used and explosion to make them scatter
can change the explosions position and power
to your liking
i just connceted it all to my camera
damn
local cam = workspace.CurrentCamera
local runService = game:GetService("RunService")
repeat task.wait()
until #workspace.framez:GetChildren() == 16
local clone = workspace.framez:Clone()
clone.Parent = cam
runService.RenderStepped:Connect(function()
clone:SetPrimaryPartCFrame(cam.CFrame)
end)
task.wait(2)
local val = 500
local exp = Instance.new("Explosion")
exp.Position = (cam.CFrame:Lerp(clone.middle.CFrame,.6)*CFrame.new(0,1,0)).Position
for i, v in clone:GetChildren() do
if v.Name ~= "cam" then
v.Anchored = false
end
end
exp.Visible = false
exp.BlastRadius = 5
exp.BlastPressure = 300000/2.5
exp.DestroyJointRadiusPercent = 0
exp.ExplosionType = Enum.ExplosionType.NoCraters
exp.Parent = clone.middle
just as an example, you might want to change things according to your game
Thank you! Ill check this out soon! :D
btw i added vector force to each part to give them a slow falling effect
THANK YOU!! THIS WORKED SO WELL! 