In this lecture, we're going to take a look at some more of the settings and changes you can make to
the tools we've looked at in the previous three lectures.
So again, make sure you have a part in your game.
I'm just going to move it across to here.
Now all the settings and stuff with these tools are found in the model section.
So up at the top here select model to bring up a whole new set of tools.
Now the modeling kind of section is a bit more advanced than the home section.
The home section hopefully are quite familiar with this kind of area to start off with.
Modeling has the same tools.
It has select, move, scale and rotate, has some other tools and other options and a whole wide range
of stuff.
Really a lot of this.
Mostly, mostly all of it you will cover towards as we go through through the course.
But again, everything takes time and for now we're just looking at the very basics.
So all of the tools, um, well, all of the settings of the tools can be found here and also here and
take a look at the this area here called this synaptic adapter grid.
Now what this means is you can basically change the kind of the synaptic grid or like the size of the
grid that's in Roblox studio.
So I'm sure you've noticed when you've used any of these tools, the change doesn't move smoothly.
What I mean by this is if you move, if you look closely as we're moving these arrows, it doesn't move
smoothly.
It moves in jumps.
And this is done for a reason.
Okay.
Have a look at the snap to grid.
It is a little tick next to move which means it's on.
And next to it it says one stud okay or one studs.
A stud is just a unit of measurements in Roblox studio.
So just like how in real life you have meters, centimeters, miles, kilometers, whatever your country
uses.
Uh, in studio we use studs.
And a stud is literally just one of these little squares here.
Which is why when you move it across, you can see it moves perfectly one square at a time.
Okay, you can change this by typing in a different number.
In here.
Let's change the two.
For example press enter.
Then move it across and you can see it's now moving to every single time.
I can scale it and it will move to as well every single time.
Okay, this doesn't work for rotate, however, as when you rotate things.
We don't use studs.
We use degrees which are touched on a little bit.
Last lecture there are 360 degrees in one whole rotation.
Half a rotation has 180 degrees, a quarter of a rotation has 90 degrees, and one out of eight rotations
has 45 degrees in it.
Okay.
So you can see with there being 45 here that there are eight total rotations that can make we can change
this number however.
So if we were to move this number to be 90 for example, just click it, type in your new number and
press enter it.
Then only would have or only would allow four rotations.
We can see this when we're moving it across.
Got first rotation okay this is a really bad example because it's a cube and it's all the same.
It's not going to look very good.
Let's just move this slightly.
This been more obvious.
Now we can do first rotation, second rotation third rotation and fourth rotation as well.
So you can see all the different kind of options there for moving it around.
So let's talk about kind of why this is so useful.
And some advice I have for these.
This is very important.
Now let's say you you say I don't want a snap to grid.
I want it to move as freely as possible.
So you set the move to zero or this to zero, or you just turn them off entirely.
When I put in zero, it turned them off.
Okay.
So you can click these arrows here to turn it on or off.
Um, now let me show you the issue with having the snap to grid off or at a really, really low number.
I can start moving this part around completely fine.
It looks it moves very smoothly.
Now, as you can see, I can also rotate it very smoothly as well.
Um, but the issue with this, let's say I'm making some walls to a house.
So I'm going to start off making my first wall, which is here.
I'm then going to add a second part in over here, rotate it slightly to 90 degrees and move it into
place.
And I hope you're going to start to find the issue I'm having here.
Let's, you know, do this.
Scale it up.
Scale it across.
And let's have a look at where these two parts combine or or like collide.
And you can see how messy this looks.
They're not the same height.
Um, this bit are the gap in between the middle.
And this bit kind of goes further out than this bit.
It doesn't look very nice at all.
And you might say, okay, well, let's try to line this up a bit better.
So let's go a bit closer, try to move it up.
And as much as you try you might be able to get it very, very close, but you'll never be able to get
them exactly in line.
Okay.
That's because it's just you can't make make precise movements without a synaptic grid.
Okay, let's try it again.
Let's turn on the snap to grid, and let's put on one stud.
This time, let's add our part in.
Let's, um, scale it a bit first.
Here, add another part in.
Let's, um.
I won't get it this time, so I won't rotate it this time.
I'll just move it across like this, scale it like this so it touches that.
There we go and see immediately how quickly we are able to make a perfect combination there.
Looking at like this, you can't even tell that this is one part and this is the second part.
That is why it is so important to have a snap to grid on one of the biggest pieces of advice I can give
you when it comes to building and making.
Making whatever you want to make in Roblox studio is.
That snap to grid section is extremely important.
You can see the big difference we had just by turning that on.
So think of a snap to grid as like a safety barrier.
If you're a construction worker on like a really tall building, if you have to work right at the top
of the building, you want to bring the safety barrier up.
So if you fall, the safety barrier catches you.
If the safety barrier is very low and you work, and you make your way to the top of a building and
work on that, the safety barrier is a lot lower than you are, so there's no point having it almost.
Same thing with this here.
Always have the snap to grid the highest possible value you can have it at.
So one snap to grid is a great starting point.
And that's what I would recommend.
And that's what I would recommend you to have to start off with.
But let's say you're making something a bit more a bit smaller.
So maybe you're making a door handle or you're making whatever else you might need to decrease that
a bit because you might find the jumps it's, it's, it's making are too big.
If that's the case, decrease the snap to grid for the move property here.
But make sure once you finished move it back up to the value you want it to be at.
Okay?
This will mean that you know you can make those smaller objects, but you're not going to have misaligned
parts like we saw in that first example.
This is also the case with rotate, whereas but it's not as important of a rotate as you don't often
rotate stuff near as often as you move in, scale them.
The only bit of advice I can give for rotate is make sure it's a multiple of 360.
What I mean by that is 4590 and 22.5 are all very good examples because they divide evenly through a
360.
If I pick a random number like 707, for example, what you'll actually find is that all of the jumps
are seven degrees, but one of them will be less than seven degrees.
This one here, you see, is not seven degrees.
That's because you can't divide 360 evenly by seven.
So you have a bit of a of a of a remainder left over.
So make sure the number you pick is a multiple of 360.
I would either pick 9045 and 22.5.
You can always pick ten, five, two and one.
But really you shouldn't need to get to one anyway.
But if you do, I wouldn't go any lower than one degree at a time.
Um, but yeah, so similar to a move snap to grid, but the move is obviously a lot more important than
the rotate.
That's the major tool that I want to show you.
You can see how that would kind of adjust how the other tools work.
I do also want to show you the collisions, um, setting.
So collisions basically toggles whether two objects can collide with each other or not.
Collisions is commonly off in.
What I can do is actually bring this part inside the other one.
Some people do this when they're making buildings and do this here so that so that the two parts overlap.
And while from a distance it looks completely fine, if you zoom in a little bit, you can see the issue
we're having here.
See these two materials are like overlapping.
So it looks very unrealistic and very messy because those two parts are inside each other at that point.
You don't want this to happen because it can make your buildings look very unrealistic, as you can
imagine.
So to fix this, what you can do is obviously just bring it out like this here.
Um, but having the collision setting on is good to prevent that.
It will basically prevent you from putting these two parts inside of each other.
You won't be able to.
I'm trying.
You can see you can see how my mouse is moving.
It's not letting me.
And as you saw just there, if you push tons, it will basically move it to the other side.
Okay.
But it will prevent you from putting one part inside of another so you don't get that really annoying
kind of look to it.
Okay, so the key takeaways of this lecture is to use the snap to grid like a safety barrier.
So make sure it's a high it's as high as possible.
And if you do need to bring it down bring it down.
And the collisions is a good idea to have on so that, um, you can't put one part inside of another,
which gives you that kind of weird kind of overlapping texture.