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models.md

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Models
Models are container objects for geometric groupings like parts, Motor6D objects, and other models.

Models are containers for physical objects, such as parts, welds, and joints that you can use to organize your workspace and group your assets. While models can often contain connected parts, known as an assembly, models can contain any number of individual parts and other objects, such as scripts, and attachments.

Characters, such as avatars or NPCs, are a single Class.Model containing the appropriate humanoid parts, joints, and additional components:

Model named Octavia

A model named Octavia

The groupings which comprise the Octavia model in Studio's Explorer window

The groupings that comprise the model

Creating Models

When you group objects together, they automatically become a Class.Model object.

  1. In the 3D viewport or the Explorer window, select every object that you want to group into a model.

  2. Right-click on one of the objects and select Group, or press CtrlG on Windows or G on Mac. A new Class.Model object displays with all of the objects that make up the model nested underneath.

    Three basic objects grouped into a Model object
To completely ungroup a model back to its original objects, right-click it and select **Ungroup**, or press CtrlU on Windows or U on Mac.

Setting a Primary Part

If you have a model with parts that are joined together through physical joints like Class.WeldConstraint|WeldConstraints or Class.Motor6D|Motor6Ds, you should specify a Class.BasePart within the model to become a Class.Model.PrimaryPart|PrimaryPart. A model's Class.Model.PrimaryPart|PrimaryPart is the physical reference that specifies which Class.BasePart the pivot point and bounding box should move with when the model changes position or orientation.

To set a primary part:

  1. In the Explorer window, select a model.
  2. In the Properties window, select the PrimaryPart property. Your cursor changes.
  3. Back in the Explorer window, select the Class.BasePart that you want to become your primary part.

Selecting Models

As you hover over models in the viewport, they are outlined to indicate their potential selection. You can select an outlined model by clicking it, or you can select multiple models by holding Shift, Ctrl, or as you hover over and click them.

Multiple models selected in 3D viewport

As models typically contain multiple child parts or meshes, some children may be hidden from view. To select a specific child without moving the camera around or locating the child in the Explorer hierarchy, click while holding Alt on Windows or on Mac to perform selection cycling.

Selection cycling

Transforming Models

You can move, scale, or rotate a model using the Studio transform tools within the Home and Model tabs. Unless you've set a primary part, a model transforms based on the center of its bounding box.

Transform tools indicated in Model tab

Additionally, within a Class.Script or Class.LocalScript, you can move or rotate a model through the following methods:

Method Description
`Class.Model:MoveTo()|MoveTo()` Moves the model's `Class.Model.PrimaryPart|PrimaryPart` to the given position. If a primary part has not been specified, the root part of the model will be used.
`Class.PVInstance:PivotTo()|PivotTo()` Transforms the model along with all of its descendant `Class.PVInstance|PVInstances` such that the pivot is located at the specified `Datatype.CFrame`.
`Class.Model:TranslateBy()|TranslateBy()` Shifts a model by the given `Datatype.Vector3` offset, preserving the model's orientation.

Model Behaviors

While models act similarly to Class.Folder objects for most purposes in your experience, they also exhibit some unique behaviors.

Character Models

When a Class.Humanoid is present inside a model that contains a Class.Part named Head, Roblox displays a name and/or health bar above that part. For more information, see Character Name/Health Display.

Character display information above an in-experience avatar

Destroy Height

To prevent parts that have fallen off of an experience's map from continuing to fall forever, Studio automatically destroys parts that fall below the Class.Workspace.FallenPartsDestroyHeight value. If a part destroyed due to this behavior is the last part in a model, then that model will also be destroyed.

Model Streaming

Instance streaming dynamically loads and unloads Class.Model|Models on a player's device as their character explores the 3D world. With streaming enabled, you can specify the way each model should be treated under streaming behavior. For example, a model set to Persistent will never stream out, or a model set to Atomic will stream in and out as a single unit with all of its descendants.

Because 3D content that exists on the client changes dynamically in a streaming-enabled experience, models may suddenly disappear. To alleviate this, you can set specific models to render as lower resolution "imposter" meshes when streamed out, as detailed in Model Level of Detail.

See Model Streaming Controls for more on model-level streaming controls.

Publishing Models

You can publish models to the Creator Store for other creators to use within their own experiences. As with any asset, all models must adhere to the Community Rules, Terms of Use, and the DMCA Guidelines regarding copyright.