NegateOperation
A NegateOperation is the result of a part that has been negated through Studio's solid modeling Negate tool.
A negated part turns pink and translucent as an indicator of its state. If the negated part is then unioned with a normal part using the Union tool, sections where the negated part overlaps the normal part will be cut out.
Note that you can undo part negation by selecting the negated part and clicking Negate again.
See Solid Modeling to learn more about Studio's solid modeling tools and methods.
Sommario
Proprietà
Proprietà inherited from PartOperation- Lettura Parallela
The level of detail used to render the solid modeled part.
- Lettura Parallela
An angle in degrees which affects the smooth shading of a solid modeled part.
- Sola LetturaNon ReplicatoLettura Parallela
The number of polygons in this solid model.
- Lettura Parallela
Sets whether the PartOperation can be recolored using inherited color properties.
- Non ReplicatoLettura Parallela
Determines the level of detail the part's physics will adhere to its mesh.
- Non ReplicatoLettura Parallela
Determines the geometric representation used to compute aerodynamic forces and torques.
Determines whether a part is immovable by physics.
- Non ReplicatoLettura Parallela
The angular velocity of the part's assembly.
- Sola LetturaNon ReplicatoLettura Parallela
The center of mass of the part's assembly in world space.
- Non ReplicatoLettura Parallela
The linear velocity of the part's assembly.
- Sola LetturaNon ReplicatoLettura Parallela
The total mass of the part's assembly.
- Sola LetturaNon ReplicatoLettura Parallela
A reference to the root part of the assembly.
- Lettura Parallela
Determines the type of surface for the Back face of a part (+Z direction).
- Lettura Parallela
Determines the type of surface for the Bottom face of a part (-Y direction).
- Non ReplicatoLettura Parallela
Determines the color of a part.
Determines the position and orientation of the BasePart in the world.
- Lettura Parallela
Determines whether a part may collide with other parts.
Determines whether the part is considered during spatial query operations.
Determines if Touched and TouchEnded events fire on the part.
- Lettura Parallela
Determines whether or not a part casts a shadow.
- Sola LetturaNon ReplicatoLettura Parallela
Describes the world position in which a part's center of mass is located.
- Non ReplicatoLettura Parallela
Describes the name of a part's collision group.
Determines the color of a part.
- Sola LetturaNon ReplicatoLettura Parallela
Indicates the current physical properties of the part.
- Lettura Parallela
Determines several physical properties of a part.
- Lettura Parallela
Used to enable or disable aerodynamic forces on parts and assemblies.
- Sola LetturaNon ReplicatoLettura Parallela
- Sola LetturaNon ReplicatoLettura Parallela
The actual physical size of the BasePart as regarded by the physics engine.
- Lettura Parallela
Determines the type of surface for the Front face of a part (-Z direction).
- Lettura Parallela
Determines the type of surface for the Left face of a part (-X direction).
- NascostoNon ReplicatoLettura Parallela
Determines a multiplier for BasePart.Transparency that is only visible to the local client.
Determines whether a part is selectable in Studio.
Describes the mass of the part, the product of its density and volume.
Determines whether the part contributes to the total mass or inertia of its rigid body.
- Lettura Parallela
Determines the texture and default physical properties of a part.
- Non ReplicatoLettura Parallela
The name of MaterialVariant.
- NascostoNon ReplicatoLettura Parallela
Describes the rotation of the part in the world.
- Lettura Parallela
Specifies the offset of the part's pivot from its CFrame.
Describes the position of the part in the world.
- NascostoSola LetturaNon ReplicatoLettura Parallela
Time since last recorded physics update.
- Lettura Parallela
Determines how much a part reflects the skybox.
- Sola LetturaNon ReplicatoLettura Parallela
Describes the smallest change in size allowable by the Resize method.
- Sola LetturaNon ReplicatoLettura Parallela
Describes the faces on which a part may be resized.
- Lettura Parallela
Determines the type of surface for the Right face of a part (+X direction).
- Lettura Parallela
The main rule in determining the root part of an assembly.
The rotation of the part in degrees for the three axes.
Determines the dimensions of a part (length, width, height).
- Lettura Parallela
Determines the type of surface for the Top face of a part (+Y direction).
- Lettura Parallela
Determines how much a part can be seen through (the inverse of part opacity).
- Non ReplicatoNon programmabileLettura Parallela
Metodi
Metodi inherited from PartOperationSubstitutes the geometry of this PartOperation with the geometry of another PartOperation.
Apply an angular impulse to the assembly.
Apply an impulse to the assembly at the assembly's center of mass.
Apply an impulse to the assembly at specified position.
- Scrivi Parallelo
Returns whether the parts can collide with each other.
Checks whether you can set a part's network ownership.
- Scrivi Parallelo
Returns a table of parts connected to the object by any kind of rigid joint.
Return all Joints or Constraints that is connected to this Part.
Returns the value of the Mass property.
- Scrivi Parallelo
Returns the current player who is the network owner of this part, or nil in case of the server.
- Scrivi Parallelo
Returns true if the game engine automatically decides the network owner for this part.
- Scrivi Parallelo
Returns the base part of an assembly of parts.
Returns a table of all BasePart.CanCollide true parts that intersect with this part.
- Scrivi Parallelo
Returns the linear velocity of the part's assembly at the given position relative to this part.
- Scrivi Parallelo
Returns true if the object is connected to a part that will hold it in place (eg an BasePart.Anchored part), otherwise returns false.
Changes the size of an object just like using the Studio resize tool.
Sets the given player as network owner for this and all connected parts.
Lets the game engine dynamically decide who will handle the part's physics (one of the clients or the server).
- IntersectAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):InstanceResa
Creates a new IntersectOperation from the overlapping geometry of the part and the other parts in the given array.
- SubtractAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):InstanceResa
Creates a new UnionOperation from the part, minus the geometry occupied by the parts in the given array.
- UnionAsync(parts : Objects,collisionfidelity : Enum.CollisionFidelity,renderFidelity : Enum.RenderFidelity):InstanceResa
Creates a new UnionOperation from the part, plus the geometry occupied by the parts in the given array.
Gets the pivot of a PVInstance.
Transforms the PVInstance along with all of its descendant PVInstances such that the pivot is now located at the specified CFrame.
Eventi
Eventi inherited from BasePartFires when a part stops touching another part as a result of physical movement.
Fires when a part touches another part as a result of physical movement.