Model
Group parts into one thing you can move, pose and animate: a character, a prop, a whole set. Give a character a face and play clips on its joints.
A Model groups 3D instances inside a DataModel. Its pivot is its PrimaryPart's when that is set, else WorldPivot, and PivotTo moves everything in it rigidly, as in Roblox. Rig clips in a CookVideo play keyframe sets on its Motor6Ds. Face, an ImageContent, is drawn on its face part (FacePart, else the part named Head; MeshParts only) as a face image or a head atlas. Onion skin ghosts the selected Model's pose before and after the playhead.
Example
--!strict
local studio = Root.Sandbox.DataModels.Studio
local tower = studio.Tower
tower:PivotTo(CFrame.new(0, 0, -12))
local p: CFrame = tower:GetPivot()Properties
Face
| Name | Type | Default | Description |
|---|---|---|---|
| Face | ImageContent | An image drawn over the Model's face part like Roblox's face Decal; the rest of the head keeps its own texture. | |
| FacePart | BasePart | The part inside the Model that shows its Face; when empty, the first descendant part named Head. | |
| FaceShownOn | read-only text | Properties window only | Says so when the face part is a plain Part, since only MeshParts show faces. |
Pivot
| PrimaryPart | BasePart | When set, the Model's pivot is this part's CFrame times its PivotOffset, and a stored WorldPivot is ignored. | |
| WorldPivot | CFrame | 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1 | The Model's pivot when it has no PrimaryPart; never set, the pivot is the centre of its parts' box. |
