Im trying to seperately render this freddy nose on the local players screen using VPFs. This is because I dont want the camera to be able to see the nose clipping through walls. Essentially the effect that FPS games use to avoid guns clipping through walls and objects. Though, the problem is I need it to render relative to the worlds lighting & shadows so it looks real. I am trying to replicate that by moving the VPFs reference model to where it is displayed by it to the player. I'm thinking this will allow the nose to pick up all the lighting and shadows around it to display on the VPF's projection.
#Trying to make a seperately rendered model for the local player
1 messages · Page 1 of 1 (latest)
here is it not being placed inside the vpf, to show it is staying on the players head. I do plan to add a camera to the VPF to make it look correct
here is the script handling this
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local nose = game.ReplicatedStorage.Nose
local newNose = nose:Clone()
local folder = workspace.temp
game:GetService("RunService").RenderStepped:Connect(function()
local characterPos = character:WaitForChild("Head").CFrame
local nosePivot = newNose:GetPivot()
newNose:PivotTo(characterPos * CFrame.new(0,0,-1))
newNose.Parent = folder
if #folder:WaitForChild("Nose"):GetChildren() < 1 then
for i, v in nose:GetChildren() do
local clonedPart = v:Clone()
clonedPart.Parent = folder.Nose
end
end
newNose.PrimaryPart = newNose.primary
end)