Okay, so in today's lesson we are going to continue looking at the properties of the parts.
And today we're having a look at the transform section.
This section is very interesting.
Um it has three main properties we're going to be looking at which is size position and orientation.
We're not going to be looking at the origin positions and origin orientations.
So if I take them off there.
Okay.
So um, let's have a look at the first one which is size.
Size contains three numbers.
Now um, if we think for a minute why the size of this object might, may contain three numbers.
If you can't think why, that's okay.
But it's actually because of the three axis.
Okay.
Those three numbers give you the size on the x, y and z axis, and we can see this by if we open up
the size properties there's a little arrow there.
If we click on it open it.
We can see an x, y and z okay.
Now these three numbers aren't very nice.
And the reason for that, if we go over to the model section, is because I have turned off the snap
to grid section.
So last lesson or a couple of lessons ago when I was changing the size around this one, I didn't have
this turned on.
So hopefully you can start to see why.
Um, a while ago when we learned about the snap to grid, why that's so useful?
Because imagine you need to make this part again.
But the size on the x axis needs to be half.
You now need to half 12.176, which you're going to need calculator for.
So you just make things.
It makes things a little bit more difficult to work with.
And for example, for 7.403 you can't half that properly because size only allows three decimal places.
So you can't have A15 at the end because there's not enough room.
So that's why it makes things a lot easier and simple to work with.
If you have that snap to grid on, that's fine.
All I'm going to do is change these three numbers to be nice, numbers to work with.
To change them, I'm going to click on the number, and I'm just going to delete the 1.76 bit by just
pressing the arrow key and backspace to get rid of those numbers.
7.4 I could change 7.5.
That's fine, and eight I probably just change to eight.
And I'm going to change this now to 0.5.
So that's cool.
Um, so if we go on to a scale tool and start scaling the object, you can see how it changes the number
there.
So as we increase, as we increase the x scale the x size property also changes.
So right at the start when we're learning about these tools they are actually changing these properties.
Which also means that technically you don't always have to use the tools.
If you wanted to.
You could just type the numbers in the size property here, you could just type in if you wanted something
to have a size of, let's say, um, ten on all axes, you can just type in ten to each one like that,
and it can be a lot quicker to do than doing it via the scale tools.
So those tools I showed you are great.
But there are some cases, especially when you want a specific size or a specific position, but they're
probably not the best to use.
Okay.
Um, but that's for size property.
Let's close that off and go on to the keyframe section.
Now keyframe is an interesting term.
It's something we look at in scripting, but it's basically a fancy name for the position and orientation.
Okay, don't really need to understand keyframe just yet or what it means properly.
We'll look at that far later on into the course.
Now the position property works in a similar way if you open it.
It has three, um, sub properties if you'd like the X, Y and Z, which obviously represents the x
position.
So every position on the x axis, the y axis and the z axis okay.
Or axis I should say um, so these numbers are much are much nicer to work with which is good.
Um, but again if we move start moving this around.
You can see the numbers also change like that as well.
Um, so very useful.
Simple to use and could save you a lot of time.
Rather than using the move tool again, if you're wanting a specific, um, a specific position, for
example, you want something positioned at the center, so 000 or you want something positioned a 100
studs on the x axis away from another object.
So they're a lot easier to use in that case.
But again, not all cases.
Um, if you want to just quickly make a part with whatever size you'd like or you just prefer using
the tools, that's completely fine.
Um, typically for Roblox Studio, there are a couple different ways to do a lot of things.
Um, so it's really whichever one you find, um, most easy and most comfortable to use.
And then we move on to orientation.
Orientation has three numbers, but of course they don't use studs.
We use degrees for orientation, so if we change the x orientation by 45, we'd be turning it one eighth
for example, because this is a ten by ten by ten cube.
Turning it 90 degrees makes no visual change.
And if we were to continue to 180 degrees, um, it does some funny things.
When you put in numbers bigger than let me change it all back.
Yeah, it's a bit funny when you put in any numbers bigger than 90.
Basically, um, when you're doing the orientation, I wouldn't recommend using the property here for
it most of the time because, um, it doesn't like numbers bigger than 90.
Um, this is because of the way orientations and stuff work.
Um, basically, it's it's easier to think of 91, 91.
As 89 one 8180 because you're kind of flipping it.
So it does the inverse, but it's a bit it is a bit strange and a bit difficult to probably get your
head around.
But again, that's completely fine.
For this one, I would recommend using the rotate tool for most of the time, just because orientation
one isn't used nearly as much as move and scale, and also it's a lot easier to use because of there's
a finite number of degrees that you could use.
Um, not a finite number, but it only goes up to 360, whereas size and scale could go up to, you
know, thousands.
Um, so while orientation maybe not so much, but position and size.
Um, to change them, the method of changing them just in the properties section is a very good method
to do it as well.
I think it's just based on what the situation is, whichever one is easier in that situation.
Which you have to decide.
But as long as you're aware of a two ways you can do that, that's the best.
Really.
And say you've noticed the snap to grid has been turned off.
For example, you could do what I did and just clean up the numbers a bit by getting rid of any decimal
points and rounding the numbers.
And it's now a lot, a lot easier to work with.
Okay, so um, the origin ones, by the way, um, aren't really too relevant right now, so we'll be
looking at those later on.
So that's the transform section done.
And it's the same kind of story with the pivot section as well.
Um they also have a position and orientation, but that's not really relevant right now for us in this
in this part of the course.
So we're going to skip that as well.
And next lesson we are going to finish off going through the properties by looking at the collision
properties and the part properties.
Again the assembly and attribute sections.
We're kind of going to skip out for now.
So what are quite a few going skip out.
We will revisit them later on in the course when they become a bit more useful to us.
So experiment with those properties, get comfortable with those, and join me in our next lesson where
we finish off going through the part properties.