C0 (Property): Difference between revisions

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>Anaminus
m C0 moved to C0 (Property)
>Camoy
Credits to TaslemGuy for the revision.
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Part of a [[RBX.lua.Weld (Object)|weld]]. (Where "C" Stands for "[[CFrame]]") The C0 of a weld, determines how the offset point should be attached to [[Part0]].
Part of a [[RBX.lua.Weld (Object)|Weld]]. (Where "C" Stands for "[[CFrame]]") The C0 of a weld, determines how the offset point should be attached to [[Part0]]. C0 is the position aspect of the orientation between two parts in a weld. Part0 and Part1 move accordingly to this value, which denotes their respective positions. However, unlike an ordinary CFrame, it does not include the Rotational component, the ROBLOX physics engine doesn't care the LookVector of this CFraming when using weds to position bricks. For this, see [[C0_(Property)|C1]].
 
 
Below is an example of the use of C0.
<pre>
weld.C0 = CFrame.new( Vector3.new( 0 , 0 , 10 ) )
</pre>
The code sets the weld's position to be 10 studs in front of the brick it's attached to. So, if BrickA and BrickB are weleded together by that weld, B would be 10 studs in front of BrickB. Try it for yourself!
 


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Revision as of 20:38, 27 April 2010


Part of a Weld. (Where "C" Stands for "CFrame") The C0 of a weld, determines how the offset point should be attached to Part0. C0 is the position aspect of the orientation between two parts in a weld. Part0 and Part1 move accordingly to this value, which denotes their respective positions. However, unlike an ordinary CFrame, it does not include the Rotational component, the ROBLOX physics engine doesn't care the LookVector of this CFraming when using weds to position bricks. For this, see C1.


Below is an example of the use of C0.

weld.C0 = CFrame.new( Vector3.new( 0 , 0 , 10 ) )

The code sets the weld's position to be 10 studs in front of the brick it's attached to. So, if BrickA and BrickB are weleded together by that weld, B would be 10 studs in front of BrickB. Try it for yourself!


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