[OLD] How to make AURAS for SOL'S RNG | PART 3: Constraints & Spinners | Roblox VFX

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hello everyone welcome back to part three of the tutorial series I really appreciate the support we've gone so far in the previous videos and today I'll be showing you how to do constraints so here's the aura we made last time as you can see here the aura is mostly complete but some people might be saying that it's missing something and that's maybe a spinning object let's say but how do we do that so we're going to do that with something called constraints to introduce us a little bit into what constraints are we'll just go back to the part that I used for the aura last time this is the part that emits the particles coming from the ground and one thing that I didn't do last time is that I didn't actually touch his properties I just made it into a cylinder so if we run this right here we'll see there's immediately a problem you can see that the hard us popping out of the ground as soon as we spawn in which is because we did not change the can cide properties along with turning off can Collide we're also going to keep anchored off and then turn on massless this is going to keep the part from dragging the player using its [Applause] weight in theory the property should be set right but as soon as we spawn in there's another problem the part falls out of the world we can't just turn on anchor it because that's going to keep our player from moving when it's going to be on our player but what else can we do to keep the part moving with our player well that's called a well constraint what this will allow us to do is to put two parts together regardless of whether they're anchored or not in this case that'll be the humanoid root part and the part that makes the particles now as soon as we click run we're going to see the part stays in place and now if I just add into the properties of the part really quickly you're going to see that it's not anchored but it's not moving because our humano root part is anchored now that I've shown what a weld constraint is we can move on to something a little bit more difficult but also a little more useful the next thing I'm going to be showing is something that is going to involve rotating objects around your character so to show you a basic demonstration I'm just going to go away from the humanoid for a second and create a new Contraption so we're going to add a new part and we're going to use these settings so first of all I'm going to scale it to one by one then I'm I'm just going to go ahead and rename it to something called anchor this doesn't really matter but I like to name things accordingly so we're just going to go ahead and disable can Collide enable anchored for now and then enable mass list as well an extra thing we're going to go ahead and do here is enable custom physical properties and change all of them to zero or as low as you can now we're just going to end up with this little floating block if we just click run the next part we're going to add is going to be a part that's basically the same except we're going to scale it to a little bit more and then we're going to go ahead and change anchored back to false we are also going to rename this as well we're going to make this spinning because it's going to be the part that spins around the anchor now for the next step of the process I'm just going to separate them temporarily and we're going to go into model and cylindrical constraints we are going to go ahead and add one on top of that one and on top of that one when you do this make sure that when you put them back together that the two attachments are on top of each [Music] other now to actually let this spin we are going to go ahead and change the properties of cylindrical constraint first of all we're going to change the angular actuator type to motor and we're going to go ahead and set the angle or velocity to whatever we want to be the speed in this case I'm going to put one now we're going to go ahead and scroll all the way to the bottom and click limits enabled make sure it's the correct limits enabled because there's two different kinds of limits enabled and we're going to change the upper limit to 0.05 the final step is just going to be change the the max torque all the way to a really high number or even infinite the last two things we just did are going to prevent a lot of bugs that can happen with these constraints finally I'm just going to unanchor the spinner and then if we click run we're going to have a working [Music] spinner now you might be thinking well this is cool it's a spinner it spins but how do we make things orbit around the spinner and for that we're going to go back to the weld constraint first of all we're going to go ahead and duplicate this part then we will just move the part outwards away from the spinner to make these easier to tell apart I'm just going to scale this one to a 1 by one and color it black before we weld them together I'm just going to rename this to spinning [Music] block and now it's actually time to weld the two together so we're going to go ahead and go to either this menu which we used before or we can go to the same dropdown that we used the cylindrical constraint from now that both of them are well we're going to go ahead and click run and we'll have a working spinning object now you've finally done your first spinner prototype but how do we put this onto our rig so to do that first of all we're going to go ahead and group this into a model you don't have to do this but it does make it more organized then we're just going to go ahead and drag it into humanoid root part the next step is going to be to Center this in the middle of your humanoid boot part unless you want your spinner to be off center and for the last step we're going to go ahead and take the anchor and weld it over to our humanoid boot part now that we've done that if we click run the spinner will not be working and welded to our [Music] character one thing I forgot to mention is that you have to also unanchor the anchor part if we don't then our character won't be able to move one thing you can do to make this look cooler is that you can tilt the spinner once you do that you can actually remake the part that I just [Music] deleted I'm just going to rename it to what it was before and I'm going to go ahead and reweld it over to our [Music] spinner now that you've done this your tilted spinner should be working just fine as you can see this looks really [Music] cool now that we've assembled our spinner I can go ahead and start putting particles on this thing by first of all making these parts invisible then actually going to design the particle I sped this uptimes 10 so you don't really see the entire process of me just adjusting one color over and [Music] over finally I'm going to end up with this as my particle Trail to make a trail like this we're going to use a particle that slowly scales down in size using a number sequence which if you don't know what that is you can go ahead and check out my part one video and making sure that lock to part is disabled [Music] finally I'm just going to copy over this particle to the other side so I have a mirror copy of it now if I just click run we're going to see a very beautiful particle Trail this is pretty much it for the first two kinds of constraints so now I'm going to go ahead and show something that might serve a lot of Ed to a lot of you what I'm going to show next is linked in the description and I'm going to give credit to the server that it's from so this is an entire constraint pack filled with spinners and things of every kind that you can use for auras you can look through these to learn how these work or you can even just attach them to the aura without really doing much the ones that I find the most useful are probably the ones over at the top panel where the green blue and red Spinners are as you can see here the three colors represent the level of difficulty of the spinner and although I've shown basically the two constraints that you're going to be using the most when making an aura there is still one one left that I'll be showing which is called a prismatic constraint there is one spinner in this pack that's pretty simple to understand that I can use to show what a prismatic andrain is that's going to be this top left red spinner here all I'm going to do is I'm just going to make a copy of it so I can show it to you here so essentially what the spinner does is that this red part is going to be where the particle is going to be and these other parts are going to allow it to follow a certain trajectory what I'm selecting here is the Prismatic constraint that's going to connect the red part to something that I'll explain in just a second if you look carefully here you're going to see that the red part is not anchored so first of all the goal of this this black part the one at the top is to make the red part follow it this is going to be done using something called an align position so as you can see here they're both connected through a little line over there in the middle and as the black part moves around the red part will follow it in height but the reason it's not going to follow its entire position is actually because of the second black part the one that has the Prismatic constraint that's because this black part limits the red part to move only on the axis that the black part creates with the red part what I mean by that is that it's going to go ahead and move only on the line created between the two parts and as this spinner rotates the black part the red part tries to match its position in turn going up and down to those who didn't really understand this too well I'm now going to go ahead and recreate this spinner from scratch to show you how it all works we're going to start this out in a way very similar to our previous spinner and that's by creating an anchor part and then a spinner for this showcase since I'm not going to attach it to a character we don't need to check custom physical properties this time I'm going to scale the spinner part a little bit differently so that it's standing vertically and it's pretty long [Music] finally I'll just change the color to help us see the difference better the next thing we're going to do is the same as in the other spinner and that's actually adding the cylindrical constraint you don't have to keep the parts together like I did here you can actually just move them apart and then move them back together but I decided to be stubborn and do it while they're in the same spot now we will just match the same settings as we had before for the spinner except maybe this time I'll pick a different speed or Direction [Music] now once we're done setting up the spinner we can go ahead and move on to the next step first I'm just going to show that it still works [Music] then we're just going to take that spinner part and clone it we're going to go ahead and scale it so it can be on the edge of the previous spinner part I'll recolor this as well and delete all the stuff that was under it before lastly I'm just going to weld it over to that spinner part after renaming it we can continue with all the other stuff which is going to be the stuff that you haven't seen before the first thing we're going to do is we're going to make the other part the one that's actually going to hold the particle and going to be moving I will just rename this the following because it's following the black part and the next thing we have to do is add the Align position to add it you can add it the same way as any other constraint and you can simply just pick out the [Music] attachments now we're just going to add the final part that makes this entire thing work for that I'm just going to clone that black part and move it over down here make sure that it's parallel with the Swit and now the final step we have is to add the Prismatic constraint once you've added it like so our Contraption is ready to go all we have left to do is to click run and see what we've made unfortunately here I made a mistake by forgetting to change the weld what I was actually supposed to weld was the black part over to the anchor and not the spinner I think that this just shows no matter how much you know about these things you might still mess up so don't worry too much if you make a mistake finally we end up with [Music] this to make an aura this is basically what you need you don't really need all those complicated Spinners or those different constraints to make stuff like this however there is a possibility that I'll make a sequel to this video and show more constraints and just as a reminder this is what we ended up making at the end of our session once again thank you so much for watching my videos because at the start of all of this I didn't even think I was going to blow up I had a dead channel for years and I didn't think that was going to change thank you so much again and I'll see you next time
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Channel: Tommy Gaming TGGC
Views: 23,932
Rating: undefined out of 5
Keywords: sol, sols, sol rng, sols rng, aura, auras, vfx, constraint, cylindricalconstraint, cylindrical constraint, weld, weld constraint, weldconstraint, prismatic constraint, prismaticconstraint, roblox, roblox studio, tutorial, guide
Id: efNI22hcWtw
Channel Id: undefined
Length: 18min 13sec (1093 seconds)
Published: Sun Mar 10 2024
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