BaseWrap

Show Deprecated
Not Creatable

The base class for WrapTarget and WrapLayer objects. Note that MeshPart is the only valid parent type for BaseWrap and that it behaves more like a component of MeshPart than an independent object.

Summary

Properties

  • Hidden
    Plugin Security
    Read Parallel
  • CageMeshId:ContentId
    Plugin Security
    Read Parallel

    Asset ID for cage mesh.

  • Plugin Security
    Read Parallel

    Cage mesh offset relative to parent MeshPart.

  • Read Only
    Not Replicated
    Read Parallel

    Cage mesh offset in world space.

  • HSRAssetId:ContentId
    Not Scriptable
    Roblox Security
    Read Parallel
  • Plugin Security
    Read Parallel

    Describes where a global zero was while authoring the cage mesh in an asset creation tool.

  • Read Only
    Not Replicated
    Read Parallel

    Describes where the origin (in world space) was while authoring the cage mesh in an asset creation tool.

Properties

CageMeshContent

Hidden
Plugin Security
Read Parallel

CageMeshId

ContentId
Plugin Security
Read Parallel

This property is set up automatically by the 3D Importer.

Asset ID for cage mesh.

CageOrigin

Plugin Security
Read Parallel

This property is set up automatically by the 3D Importer.

Cage mesh offset relative to parent MeshPart.

CageOriginWorld

Read Only
Not Replicated
Read Parallel

Cage mesh offset in world space.

HSRAssetId

ContentId
Not Scriptable
Roblox Security
Read Parallel

ImportOrigin

Plugin Security
Read Parallel

This property is set up automatically by the 3D Importer.

Describes where a global zero was while authoring the cage mesh in an asset creation tool such as Blender or Maya. This property is not used by the deformer but it is useful for tools/aligning scripts, for example aligning two parts by matching their pivots as follows:


local function alignWraps()
local selectionService = game:GetService("Selection")
local selectedObjects = selectionService:Get()
local alignObjects = {}
for _, obj in selectedObjects do
if obj:IsA("BaseWrap") then
--print("Wrap: " .. obj.Name)
table.insert(alignObjects, obj)
else
print("Ignore: " .. obj.Name)
end
end
if #alignObjects < 2 then
warn("You need to select at least two wraps")
return
end
local anchorWrap = alignObjects[1]
local worldA_from_Wrap = anchorWrap.ImportOriginWorld
print("Anchor: " .. anchorWrap.Name)
for i = 2, #alignObjects do
local wrapToAlign = alignObjects[i]
print("Align: " .. wrapToAlign.Name)
local wrap_from_WorldB = wrapToAlign.ImportOriginWorld:Inverse()
local worldA_from_WorldB = worldA_from_Wrap * wrap_from_WorldB
local worldB = wrapToAlign.Parent.CFrame
-- Note: adjust CFrame of the parent part
wrapToAlign.Parent.CFrame = (worldB_from_WorldB * worldB)
end
end

ImportOriginWorld

Read Only
Not Replicated
Read Parallel

Describes where the origin (in world space) was while authoring the cage mesh in an asset creation tool such as Blender or Maya.

Methods

Events