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Wind Physics

1.6K views 4 replies 2 participants last post by  gavington  
#1 ·
Alright new unheard scripting challenge for you: I'm am in studio and I thought it would look cool if I was able to put a cape on an NPC or something that actually blows around in a specific direction as if there were a strong wind blowing it, I looked around the toolbox and there wasn't anything good in there and seriously doubt they make yt tutorials on that kinda stuff, so I am asking you guys from the scripting thread to try and make an object that has such physics, something like an admin cape that automatically flutters up and down, a few things I want for it if this is possible: 1. A single part or group of parts that moves in unison, 2. Being able to change the direction and speed of the cape blowing, and 3. Being able to have an NPC or player wear it. I know thats alotto askfor something that's never been attempted before but think of it as a scripting challenge, if anybody who's up for it can make it happen I'll be sure to credit you in any games I make that involve it if I ever do, Thanks.
 
#2 ·
Probably your best bet (definitely the least expensive) would be animations with vertex deformation (skinned meshes). This is pretty common in modern Roblox games (it's been used for years, Roblox is just late to the party) and people have already made things like oceans with it. You'd probably have to get pretty creative to make it reactive to things like wind; it could be possible, but I'm not 100% sure, animation isn't really my forte.


If this isn't an option for you, you could also use inverse kinematics or constraints, but it'll be really expensive and/or not look as fluid. I've also seen similar things done with beams, which may help smooth out how constraints look a little if you went that route.
 
#3 ·
Alright new unheard scripting challenge for you: I'm am in studio and I thought it would look cool if I was able to put a cape on an NPC or something that actually blows around in a specific direction as if there were a strong wind blowing it, I looked around the toolbox and there wasn't anything good in there and seriously doubt they make yt tutorials on that kinda stuff, so I am asking you guys from the scripting thread to try and make an object that has such physics, something like an admin cape that automatically flutters up and down, a few things I want for it if this is possible: 1. A single part or group of parts that moves in unison, 2. Being able to change the direction and speed of the cape blowing, and 3. Being able to have an NPC or player wear it. I know that's allot to ask for something that's never been attempted before but think of it as a scripting challenge, if anybody who's up for it can make it happen I'll be sure to credit you in any games I make that involve it if I ever do, Thanks.
Probably your best bet (definitely the least expensive) would be animations with vertex deformation (skinned meshes). This is pretty common in modern Roblox games (it's been used for years, Roblox is just late to the party) and people have already made things like oceans with it. You'd probably have to get pretty creative to make it reactive to things like wind; it could be possible, but I'm not 100% sure, animation isn't really my forte.


If this isn't an option for you, you could also use inverse kinematics or constraints, but it'll be really expensive and/or not look as fluid. I've also seen similar things done with beams, which may help smooth out how constraints look a little if you went that route.
Good for the suggestions, there are few good options I'm sure i'll come up with something if nobody else comes, I actually was thinking that beams might work anyways, thanks.

Alright new unheard scripting challenge for you: I'm am in studio and I thought it would look cool if I was able to put a cape on an NPC or something that actually blows around in a specific direction as if there were a strong wind blowing it, I looked around the toolbox and there wasn't anything good in there and seriously doubt they make yt tutorials on that kinda stuff, so I am asking you guys from the scripting thread to try and make an object that has such physics, something like an admin cape that automatically flutters up and down, a few things I want for it if this is possible: 1. A single part or group of parts that moves in unison, 2. Being able to change the direction and speed of the cape blowing, and 3. Being able to have an NPC or player wear it. I know that's allot to ask for something that's never been attempted before but think of it as a scripting challenge, if anybody who's up for it can make it happen I'll be sure to credit you in any games I make that involve it if I ever do, Thanks.
Probably your best bet (definitely the least expensive) would be animations with vertex deformation (skinned meshes). This is pretty common in modern Roblox games (it's been used for years, Roblox is just late to the party) and people have already made things like oceans with it. You'd probably have to get pretty creative to make it reactive to things like wind; it could be possible, but I'm not 100% sure, animation isn't really my forte.


If this isn't an option for you, you could also use inverse kinematics or constraints, but it'll be really expensive and/or not look as fluid. I've also seen similar things done with beams, which may help smooth out how constraints look a little if you went that route.
Good for the suggestions, there are few good options I'm sure i'll come up with something if nobody else comes, I actually was thinking that beams might work anyways, thanks.
Actually, do you know how that guy made the sails for the boat? I think thats pretty close to what im looking for, only with a little more flutter to it.
 
#5 ·
Actually, do you know how that guy made the sails for the boat? I think thats pretty close to what im looking for, only with a little more flutter to it.
It's a skinned mesh animation showcase, so it's probably also an animation and not affected by physics. I'm unfortunately a little limited on my knowledge of how that stuff actually works, but I do know that you can somewhat blend regular animations using AnimationTrack:AdjustWeight. It'd probably be a little hacky, but if animation weights also apply to skinned meshes, you may be able to create separate animations for wind blowing in each of the cardinal directions and one for no wind, then blend them a little depending on the direction and strength of your simulated wind.

Even if you managed to make it work, animations still aren't subject to physics though, and wouldn't react to say if another player walked into it. It'd just keep running the animation like there was nothing there.
Ah I see, collision not really an issue though as long as it blows I don't really care if it has no collision, thanks again