1 00:00:00,380 --> 00:00:02,640 Welcome to this lecture on Studio basics. 2 00:00:02,660 --> 00:00:07,700 We're going to be looking over the most important tools that are available to you as a Roblox developer. 3 00:00:07,730 --> 00:00:12,440 It is crucial to be able to utilize these many powerful tools inside of studio. 4 00:00:12,470 --> 00:00:17,570 So before we get started, obviously you're going to see this giant window open, giving you a glimpse 5 00:00:17,570 --> 00:00:18,920 into the world of your game. 6 00:00:18,920 --> 00:00:24,110 In order to move the camera around, we can use our mouse and hold down right click to rotate the camera, 7 00:00:24,110 --> 00:00:28,970 and we can also move the camera around easily just using w key on your keyboard, just like you would 8 00:00:28,970 --> 00:00:30,470 in any other single game. 9 00:00:31,710 --> 00:00:35,880 We can also use the Q and E keys to move the camera up or down. 10 00:00:35,880 --> 00:00:42,210 So if I press Q, my camera goes down and if I hold down E, my camera goes up and this moves in the 11 00:00:42,210 --> 00:00:44,310 local up or down direction of our camera. 12 00:00:44,310 --> 00:00:47,550 So if I had my camera facing directly downwards and then I pressed. 13 00:00:47,550 --> 00:00:50,790 Q As you can see, we are moving basically backwards. 14 00:00:50,790 --> 00:00:54,060 And if I press E now we're moving forwards. 15 00:00:54,060 --> 00:01:01,620 So the Q and E keys work with the camera's local axes inside of the home tab. 16 00:01:01,620 --> 00:01:08,190 We have access to several tools here, such as selecting parts, moving parts, scaling or resizing 17 00:01:08,190 --> 00:01:12,060 parts and rotating parts, and each one of these tools has their own keybinds. 18 00:01:12,060 --> 00:01:17,880 So for example, I can select the Move tool with control and two, or I can do scale with control and 19 00:01:17,880 --> 00:01:23,760 three and rotate with control and four so you can independently move between these different tools without 20 00:01:23,760 --> 00:01:25,260 having to select them up here. 21 00:01:25,500 --> 00:01:31,110 So as an example, what I'm going to do is I'm going to select this part button here to place a part 22 00:01:31,210 --> 00:01:32,200 into the workspace. 23 00:01:32,200 --> 00:01:37,300 So if I look down right here and I click this button, now we have this part inside of our game and 24 00:01:37,300 --> 00:01:44,440 currently we have the scale tool enabled and you see these different balls pop up around our part, 25 00:01:44,440 --> 00:01:47,950 which signify the different directions that we can resize our part in. 26 00:01:47,950 --> 00:01:55,000 So in this direction for the red is the x axis of the part, the blue is the Z axis and the green is 27 00:01:55,000 --> 00:01:56,530 the y axis for this part. 28 00:01:57,350 --> 00:02:03,320 So as you can see, we are able to resize this part to whatever size or shape we'd like. 29 00:02:03,470 --> 00:02:10,010 And if we hold down shift, we can resize the entire part at the same time to scale it up or down. 30 00:02:10,370 --> 00:02:15,260 If you want to resize this part in a particular direction on both sides, you can hold down the Ctrl 31 00:02:15,290 --> 00:02:15,830 key. 32 00:02:15,830 --> 00:02:20,540 And as you can see, we're resizing this part in both directions and we can do this on every single 33 00:02:20,540 --> 00:02:21,470 axis. 34 00:02:23,190 --> 00:02:27,160 The home tab has some other buttons, such as accessing the terrain Editor. 35 00:02:27,180 --> 00:02:33,300 We're not going to worry about this tool too much for right now, but basically this is just the tool 36 00:02:33,300 --> 00:02:35,940 we use to generate terrain in our game. 37 00:02:36,120 --> 00:02:39,780 Some other important buttons, for example, is a color palette. 38 00:02:39,780 --> 00:02:44,880 So if you wanted to change the color of this part, we can open up this color palette and select a color 39 00:02:44,880 --> 00:02:45,660 like green. 40 00:02:45,660 --> 00:02:52,140 And now our part is green where we could switch it to be red or any of these other different colors 41 00:02:52,140 --> 00:02:54,660 inside of this predefined color set here. 42 00:02:54,930 --> 00:03:01,350 This home tab is also home to some other buttons, such as grouping things together, locking a particular 43 00:03:01,350 --> 00:03:03,540 thing and anchoring parts. 44 00:03:03,540 --> 00:03:08,910 So if I had multiple parts and what I'm going to do is I'm going to select this part and duplicate it 45 00:03:08,910 --> 00:03:15,480 using Ctrl and D, So now I duplicated it and I can move this newly created part around and I can duplicate 46 00:03:15,480 --> 00:03:18,570 it again using Ctrl and D, duplicate it again. 47 00:03:18,900 --> 00:03:23,620 And then what I could do is I could select all three of these parts by holding down my Ctrl key and 48 00:03:23,620 --> 00:03:25,090 then clicking each one of them. 49 00:03:25,240 --> 00:03:28,690 And then I can go up to the top here and hit this group button. 50 00:03:28,690 --> 00:03:35,950 And now these parts are joined together into a single model, which means if I click it, I move the 51 00:03:35,950 --> 00:03:41,950 entire thing together in unison and I can also resize the entire thing together in unison. 52 00:03:42,160 --> 00:03:46,810 Now what we're going to do real quick is we're going to head to the View tab and we're going to open 53 00:03:46,810 --> 00:03:49,120 up a bunch of important panels. 54 00:03:49,120 --> 00:03:52,930 As you can see, there's a lot of different menus we can open up, but the most important ones we'll 55 00:03:52,930 --> 00:03:55,210 want to open up is our Explorer window. 56 00:03:55,240 --> 00:04:01,120 We're going to want to open the properties window, the output window, as well as the toolbox window. 57 00:04:01,120 --> 00:04:06,700 And you can easily grab and move these different windows around and adjust them to whatever you like 58 00:04:06,700 --> 00:04:12,130 so you can have them just sit here freely or you can have them move to a predefined position. 59 00:04:12,130 --> 00:04:19,330 You can of course resize them to your liking and just kind of customize studio in the way that you think 60 00:04:19,360 --> 00:04:20,920 is best for you. 61 00:04:22,160 --> 00:04:25,490 So we're going to take a quick peek at this Explorer window. 62 00:04:25,490 --> 00:04:31,160 And this explorer window basically shows you or stores every single object inside of your game. 63 00:04:31,160 --> 00:04:37,400 As an example, that model we just created with these three parts appears underneath our workspace. 64 00:04:37,400 --> 00:04:42,260 And this is a service that stores all of the parts inside of our game. 65 00:04:42,260 --> 00:04:48,140 So as you can see, here's our model and here are the three parts that are inside of our model. 66 00:04:48,140 --> 00:04:52,670 And these different parts would be considered children of this model. 67 00:04:52,670 --> 00:05:00,080 So this model is the parent of these three parts, and each of these parts is a child of this model. 68 00:05:00,170 --> 00:05:06,710 If I were to duplicate this part right here using Ctrl and D and I made this part a child of, let's 69 00:05:06,710 --> 00:05:07,790 say this part. 70 00:05:08,390 --> 00:05:12,650 Now, this part right here would be considered a descendant of our model. 71 00:05:12,650 --> 00:05:19,040 It's not a child of the model because a child means it's directly underneath our object here. 72 00:05:19,040 --> 00:05:25,580 But since it is a child of this part, which is a child of our model, that means it would be considered 73 00:05:25,580 --> 00:05:26,630 a descendant. 74 00:05:26,630 --> 00:05:30,920 So this part is a child of this part and this part is a child of our model. 75 00:05:31,040 --> 00:05:35,030 Now, you might be wondering what exactly is a service? 76 00:05:35,060 --> 00:05:38,750 Well, a service in Roblox is a top level class. 77 00:05:38,750 --> 00:05:44,550 And a class is just a blueprint for creating custom objects with their own unique properties and functions. 78 00:05:44,570 --> 00:05:50,660 Each service in Roblox has its own unique properties, functions and events that we can access and use. 79 00:05:50,690 --> 00:05:56,140 These services allow your game to function correctly, and each service has its own unique purpose. 80 00:05:56,150 --> 00:06:00,980 So, for example, our workspace is a service that's responsible for storing all of the objects in our 81 00:06:00,980 --> 00:06:03,080 game that's going to be visible on the map. 82 00:06:03,080 --> 00:06:08,550 And we also have a bunch of properties inside of our workspace, inside of our properties menu, such 83 00:06:08,550 --> 00:06:15,300 as the origin point of our world changing the gravity, adding wind to our game and a whole bunch of 84 00:06:15,300 --> 00:06:16,830 other different properties. 85 00:06:17,160 --> 00:06:21,540 Another example of a service in our game would be something like the lighting service. 86 00:06:21,540 --> 00:06:25,790 And this is responsible for controlling, you guessed it, the lighting of our game. 87 00:06:25,800 --> 00:06:30,660 The service allows us to change different color properties for the lighting, the time of day and a 88 00:06:30,660 --> 00:06:31,590 bunch of other neat stuff. 89 00:06:31,590 --> 00:06:36,900 So for example, if I wanted to change the ambient lighting, I can move this thing around and change 90 00:06:36,900 --> 00:06:39,360 the different colors for the lighting in my game. 91 00:06:39,910 --> 00:06:42,820 But we're just going to leave it at the default for now. 92 00:06:43,500 --> 00:06:48,720 So the main thing I want you to take away with this is that our explorer is basically a container to 93 00:06:48,720 --> 00:06:50,790 show us all of the things in our game. 94 00:06:50,790 --> 00:06:57,120 And the property menu allows us to access each unique properties for every single object in our game. 95 00:06:57,120 --> 00:07:03,690 So each service has its own unique properties, and each part inside of our game also has its own unique 96 00:07:03,690 --> 00:07:06,810 properties such as the color of the part. 97 00:07:06,840 --> 00:07:11,730 Whether or not we'd like the part to cast a shadow, we have the name of our part. 98 00:07:11,760 --> 00:07:13,800 What the parent of our part is. 99 00:07:13,830 --> 00:07:19,350 We have the size of our part, its current position in the world, and a whole bunch of other neat properties, 100 00:07:19,350 --> 00:07:24,480 such as whether or not other parts or our players can collide with this part, whether or not our part 101 00:07:24,510 --> 00:07:27,600 is anchored, and a whole bunch of other neat stuff like that. 102 00:07:27,990 --> 00:07:32,520 And we'll actually go back to the home page here because if you remember, another one of our buttons 103 00:07:32,520 --> 00:07:37,620 here was to anchor a part, and this adjusts the anchored property for our part. 104 00:07:37,620 --> 00:07:42,420 So if we hit this button here, as you can see, our part is now anchored. 105 00:07:42,420 --> 00:07:43,540 What does that mean? 106 00:07:43,540 --> 00:07:48,670 Well, basically, it means that our part no longer has physics acting upon it. 107 00:07:48,670 --> 00:07:54,070 So as a quick example, I'm going to show you exactly what happens when I playtest the game. 108 00:07:54,070 --> 00:07:56,410 And we have this part right here that is anchored. 109 00:07:56,410 --> 00:07:58,990 And these two parts here that are un anchored. 110 00:07:58,990 --> 00:08:04,720 So in order to test our game, we can go to the test tab and we can go ahead and move to this play button 111 00:08:04,720 --> 00:08:05,380 right here. 112 00:08:05,380 --> 00:08:08,500 And we're going to select this dropdown menu and hit run. 113 00:08:08,500 --> 00:08:10,690 Or you can press F8 on your keyboard. 114 00:08:10,690 --> 00:08:12,610 So when we run our game here. 115 00:08:14,100 --> 00:08:19,520 As you can see, this part is floating and these two parts right here have fallen down. 116 00:08:19,530 --> 00:08:20,820 Now, ignore this other part. 117 00:08:20,850 --> 00:08:24,030 That's just the duplicated part that popped out of our other part. 118 00:08:24,030 --> 00:08:29,130 But as you can see, these parts right here have physics acting upon them while this one doesn't. 119 00:08:29,160 --> 00:08:33,660 These ones were affected by gravity and this one is still floating in the air. 120 00:08:33,780 --> 00:08:38,730 So when we anchor our parts, we're basically disabling any types of physics happening on it. 121 00:08:38,730 --> 00:08:45,150 And when we anchor a part, then we allow whatever physics to happen to that part based on that part 122 00:08:45,180 --> 00:08:48,270 size and its mass and things like that. 123 00:08:48,990 --> 00:08:53,220 Now, another quick thing I would like to mention real quick is that if you have a model in your game 124 00:08:53,220 --> 00:08:58,890 like this one and you want to select a specific part inside of your model without having to go into 125 00:08:58,890 --> 00:09:04,290 the Explorer menu to select that part, what you can do is you can hold down your alt key, and this 126 00:09:04,290 --> 00:09:07,530 will allow you to individually select a certain part in your model. 127 00:09:07,530 --> 00:09:12,390 So, for example, if I wanted to only select this part, I can click this one and if I want it to select 128 00:09:12,390 --> 00:09:17,460 multiple parts, I could hold down control and alt, and now I can select two different parts inside 129 00:09:17,460 --> 00:09:18,390 of my model. 130 00:09:18,390 --> 00:09:24,510 If I don't want to have this model anymore, then I can simply use the keybind control and you. 131 00:09:24,510 --> 00:09:30,240 Or we can go back to the home page and there is the option to ungroup a model. 132 00:09:30,240 --> 00:09:33,480 Now another button we have in the home tab is the lock button. 133 00:09:33,480 --> 00:09:34,920 And this one is pretty simple. 134 00:09:34,920 --> 00:09:41,670 All it does is basically locks a part and disables the ability for us to interact with this part while 135 00:09:41,670 --> 00:09:43,620 we're editing things in studio. 136 00:09:43,620 --> 00:09:48,570 So as an example, when I hover over this part, as you can see, this border appears around it and 137 00:09:48,670 --> 00:09:52,030 I can select this part and I can move it around and stuff like that. 138 00:09:52,030 --> 00:09:58,960 But if I decide to select this tool and then lock this part and then I disable this tool again, as 139 00:09:58,960 --> 00:10:04,930 you can see, I am no longer able to select this part and when I hover my mouse over it, we don't get 140 00:10:04,930 --> 00:10:06,370 the border over it anymore. 141 00:10:06,370 --> 00:10:08,920 I am completely unable to interact with this part. 142 00:10:08,920 --> 00:10:10,030 It is locked. 143 00:10:10,060 --> 00:10:15,820 If you want to unlock it, then you can simply select the tool again, hit unlock or you can also locate 144 00:10:15,820 --> 00:10:20,770 this part that is locked within the workspace and disable the locked property. 145 00:10:21,290 --> 00:10:25,120 Now, the next tab we can go ahead and take a look at is going to be our model tab. 146 00:10:25,130 --> 00:10:28,010 And there's a whole bunch of other tools in here that we can mess with. 147 00:10:28,010 --> 00:10:32,240 And this is mainly for when you're building things or modeling things in studio. 148 00:10:32,270 --> 00:10:37,610 As you can see, we still have our select move scale and rotate tools, but we also have a new tool 149 00:10:37,610 --> 00:10:39,740 in here called the Transform Tool. 150 00:10:39,740 --> 00:10:46,850 So if we open this up here, what this tool basically is, is that it takes all of these tools and combines 151 00:10:46,850 --> 00:10:48,530 it into a single tool. 152 00:10:48,530 --> 00:10:51,710 So we're able to resize a part in here. 153 00:10:51,740 --> 00:10:55,910 We're able to move a part around such as moving it up. 154 00:10:55,940 --> 00:10:59,090 We can rotate a part in here and things like that. 155 00:10:59,120 --> 00:11:04,670 Most of the time nobody ever really uses this tool because we just use the individual tools such as 156 00:11:04,670 --> 00:11:08,180 the rotate scale move and stuff like that. 157 00:11:08,180 --> 00:11:11,840 But it is a neat tool available to you if you'd like to use it. 158 00:11:11,870 --> 00:11:18,710 Another extra feature that the model tab introduces to us is the ability to customize the movement and 159 00:11:18,710 --> 00:11:20,600 rotation of parts in our game. 160 00:11:20,600 --> 00:11:27,060 So as an example, when I went to resize these parts, as you can see, it only resizes our parts in 161 00:11:27,060 --> 00:11:28,710 these certain increments. 162 00:11:28,710 --> 00:11:34,860 So if I were to drag this part and make it flush with the ground, you can see each of these little 163 00:11:34,860 --> 00:11:39,270 squares here and each of these squares represents one stud. 164 00:11:39,420 --> 00:11:45,030 And currently, since my movement is set to three studs, when I resize this, it should move over these 165 00:11:45,030 --> 00:11:48,750 three units right here or these three measurements. 166 00:11:48,750 --> 00:11:52,020 So when I move it, we just moved three studs. 167 00:11:52,050 --> 00:11:55,020 If you want to reduce it, then you can enter in a custom number. 168 00:11:55,020 --> 00:11:59,430 So for example, if we only wanted to move one stud, we could do exactly that. 169 00:11:59,430 --> 00:12:07,170 If we wanted to move half a stud, we can do that as well, and we can even go as low as 001. 170 00:12:07,170 --> 00:12:10,770 So one, I believe 1/1000 of a stud. 171 00:12:10,770 --> 00:12:12,120 We can move our part. 172 00:12:12,630 --> 00:12:20,370 And if you made a change that you didn't like and you can just do Control Z to revert your changes and 173 00:12:20,370 --> 00:12:27,600 if you accidentally undid something, then you can use control, shift and Z to redo a certain action. 174 00:12:28,110 --> 00:12:32,700 This is also available at the top where we have an undo button and a redo button. 175 00:12:32,700 --> 00:12:37,560 But it's also good to learn the keybinds for these different buttons. 176 00:12:37,560 --> 00:12:45,270 So to undo it's control Z and to redo you can do control Y or I like to use control shift and Z. 177 00:12:46,010 --> 00:12:51,860 Now another way to gain more precise control over the movement or resizing of our parts is we can uncheck 178 00:12:51,860 --> 00:12:56,490 this box right here, which will disable snapping to our grid. 179 00:12:56,510 --> 00:13:02,450 So even if I had this set to something like one stud and I had this disabled, as you can see, we're 180 00:13:02,480 --> 00:13:07,160 able to completely and precisely resize and move our part around. 181 00:13:07,190 --> 00:13:12,310 We're not confined to snapping to each of the different grid positions. 182 00:13:12,320 --> 00:13:15,350 We can also do the exact same thing with the rotate tool. 183 00:13:15,380 --> 00:13:17,570 So currently it's set at four degrees. 184 00:13:17,570 --> 00:13:19,490 So when I open up my rotate tool. 185 00:13:20,350 --> 00:13:26,320 Every time I want to rotate it, it's going to rotate four degrees every single time. 186 00:13:26,320 --> 00:13:32,530 So if you see in our properties window as I am rotating this part, it is updating the orientation of 187 00:13:32,530 --> 00:13:36,100 it in that respective axes four degrees each time. 188 00:13:36,100 --> 00:13:39,400 If I want to reduce it, then I can set a lower number like one. 189 00:13:39,400 --> 00:13:43,810 And now we're only rotating by one stud each time or one degree. 190 00:13:43,810 --> 00:13:49,420 I mean, and if you want to have complete precise control over the rotation of your parts, then you 191 00:13:49,420 --> 00:13:51,190 can just go ahead and uncheck this. 192 00:13:51,190 --> 00:13:56,560 And now we can rotate our parts extremely precisely. 193 00:13:56,800 --> 00:14:03,490 This tab also introduces to us the ability to edit the pivot of our parts or basically editing this 194 00:14:03,520 --> 00:14:05,020 origin point within our part. 195 00:14:05,020 --> 00:14:10,690 So for example, if I hit edit, pivot while I have this tool selected, I can change the pivot of our 196 00:14:10,690 --> 00:14:12,850 part or basically change. 197 00:14:12,850 --> 00:14:15,850 As you can see, it's updating this pivot offset here. 198 00:14:15,850 --> 00:14:19,450 I'm changing the local axes of this part. 199 00:14:19,450 --> 00:14:26,870 So now when I exit this tool and I select this part and I use the move tool, as you can see, our Move 200 00:14:26,900 --> 00:14:32,930 tool has updated to respect this parts new local axes. 201 00:14:32,960 --> 00:14:38,600 It's not following the global axes that's defined in the top right of our screen here. 202 00:14:38,600 --> 00:14:45,020 So for example, this direction is positive in the Z direction and this direction is positive in the 203 00:14:45,020 --> 00:14:50,630 X direction and then up is positive in the Y direction and down is negative in the Y direction. 204 00:14:50,630 --> 00:14:54,950 But as you can see, our arrows are not matching up with the global axes of our game. 205 00:14:54,950 --> 00:14:59,300 And that's because this part has its own unique and local axes. 206 00:14:59,300 --> 00:15:03,410 So we're able to move that part in its own local axes. 207 00:15:03,650 --> 00:15:07,190 And we can also continue to edit this pivot. 208 00:15:07,220 --> 00:15:13,580 Or if we made a change we didn't like, then we can go ahead and hit the reset button, which will restore 209 00:15:13,580 --> 00:15:17,390 the pivot back to the default of this part. 210 00:15:17,390 --> 00:15:23,270 Now, if you don't want this part to move in its local axes, so for example, maybe I want this part 211 00:15:23,270 --> 00:15:30,290 to move directly upwards in the global y axis, then I can right click this part and I have the ability 212 00:15:30,290 --> 00:15:35,960 to select this button that says Use world space and the keybind for this is control and L. 213 00:15:35,960 --> 00:15:42,440 So if I click that, as you can see, the pivot has changed and now we can move this part in the global 214 00:15:42,440 --> 00:15:47,690 y axis and the global Z axis and the global X axis. 215 00:15:47,690 --> 00:15:53,870 And then if I keep this part selected and do control and L again, as you can see, it resets back to 216 00:15:53,870 --> 00:16:00,350 the local axes of our part and you can tell which mode you're in because in a corner of our part, as 217 00:16:00,350 --> 00:16:03,440 you can see, there is an L here which stands for local. 218 00:16:03,440 --> 00:16:09,110 And if I hit Ctrl, L again, as you can see, that disappears and now we are in the global axis of 219 00:16:09,110 --> 00:16:09,740 our game. 220 00:16:10,290 --> 00:16:14,070 Some other tools we have in here are something called the Align tool, which we're not going to worry 221 00:16:14,070 --> 00:16:14,880 about right now. 222 00:16:14,880 --> 00:16:20,190 And we also have this section called Solid Modeling, and this allows us to create something called 223 00:16:20,190 --> 00:16:20,910 a union. 224 00:16:20,910 --> 00:16:26,180 And a union is basically when we take a bunch of different parts and combine them into a single part. 225 00:16:26,190 --> 00:16:31,440 So it's kind of like models, but it's also not like models at the same time, because when we have 226 00:16:31,440 --> 00:16:34,710 a model, we still have a bunch of separate parts in our game. 227 00:16:34,710 --> 00:16:41,270 But when we use unions, those parts that we combine together become one single cohesive part. 228 00:16:41,280 --> 00:16:47,130 So as an example, what I'm going to do is I'm going to duplicate this part here and move it out and 229 00:16:47,130 --> 00:16:52,230 I'm just going to make some weird shape like this, and then I can select this second part again by 230 00:16:52,230 --> 00:16:56,670 holding down Ctrl and then I can go ahead and click the union button. 231 00:16:56,670 --> 00:17:03,360 And when I click this, we get a new part inside of our workspace, which is called a union operation 232 00:17:03,360 --> 00:17:04,410 or a union. 233 00:17:04,710 --> 00:17:10,360 And as you can see, our parts have transformed into a single part with its own unique hitbox. 234 00:17:10,360 --> 00:17:14,860 As you can see, it has cut a hole into this other part to join it with this other part. 235 00:17:14,860 --> 00:17:20,290 And now we have a union between these two parts, we can also do the opposite. 236 00:17:20,290 --> 00:17:24,700 So what I'm going to do is I'm going to separate this union by hitting this separate button. 237 00:17:24,850 --> 00:17:30,220 And what I'm going to do is I'm going to select one of these parts and I'm going to negate this part, 238 00:17:30,250 --> 00:17:31,300 which turns it red. 239 00:17:31,300 --> 00:17:34,600 And then if I go and select this part right here and then union. 240 00:17:35,250 --> 00:17:39,510 Now we have this hole cut out of our other part. 241 00:17:39,540 --> 00:17:44,310 So this gives us the ability to create some really unique shapes in our Roblox games. 242 00:17:44,610 --> 00:17:49,770 If you don't want to have this union anymore, then again, we can just separate this and we can negate 243 00:17:49,770 --> 00:17:53,130 this part by selecting it and negating it again. 244 00:17:53,130 --> 00:17:55,920 And now we just have our two singular parts. 245 00:17:56,040 --> 00:18:01,680 We also have the section called Constraints, which allow you to insert a whole bunch of different physics 246 00:18:01,680 --> 00:18:02,500 constraints. 247 00:18:02,520 --> 00:18:07,530 We're not going to go quite into depth about these just yet because that would take a really long time. 248 00:18:07,530 --> 00:18:11,430 But basically these are just a whole bunch of different constraints that you can insert into your game 249 00:18:11,430 --> 00:18:13,800 to manipulate the physics of parts. 250 00:18:14,490 --> 00:18:18,360 We also have another section here where we can insert certain effects into our game. 251 00:18:18,360 --> 00:18:24,180 So, for example, if we wanted this part to be on fire, we could insert a fire effect. 252 00:18:24,300 --> 00:18:26,040 And it's pretty small. 253 00:18:26,040 --> 00:18:28,780 But as you can see, here is our simple little fire. 254 00:18:28,800 --> 00:18:32,400 We can also insert some other effects, like a particle emitter. 255 00:18:32,400 --> 00:18:37,200 We have lights in here, sparkles, beams, trails, a whole bunch of other neat effects. 256 00:18:37,200 --> 00:18:42,210 I'm just going to delete this real quick by pressing the delete key, or you can right click it and 257 00:18:42,210 --> 00:18:43,650 just hit delete. 258 00:18:44,520 --> 00:18:49,080 And we also have this button to insert objects into our game which will open up a menu. 259 00:18:49,080 --> 00:18:54,900 And if we drag this out here and let me resize this, it shows you all of the basic objects that we 260 00:18:54,900 --> 00:18:56,500 can insert into our game. 261 00:18:56,520 --> 00:18:59,790 All of these objects are known as instances. 262 00:18:59,790 --> 00:19:04,650 And again, instances is just a fancy word for an object in our game, right? 263 00:19:04,740 --> 00:19:08,250 An object created by a class in our game. 264 00:19:08,250 --> 00:19:14,670 So, for example, every time I create a new part in the workspace, if I keep pressing this part here 265 00:19:14,670 --> 00:19:20,610 and inserting new parts into the workspace, each of these are their own unique objects, but they all 266 00:19:20,610 --> 00:19:24,750 derive from the same class or the same blueprint. 267 00:19:24,750 --> 00:19:25,000 Right? 268 00:19:25,020 --> 00:19:26,910 You can think of a car, right? 269 00:19:26,910 --> 00:19:32,520 When a manufacturer wants to create a car, they have a blueprint for that car and then they can use 270 00:19:32,520 --> 00:19:35,160 that blueprint to create as many cars as they want. 271 00:19:35,190 --> 00:19:35,550 Right? 272 00:19:35,550 --> 00:19:42,000 So the cars themselves are the objects, and the blueprint tells us how to create that object or exactly 273 00:19:42,000 --> 00:19:45,490 what the properties and functionality for that object is going to be. 274 00:19:45,760 --> 00:19:50,740 But as you can see, there's a whole bunch of instances or objects in this game that we can insert. 275 00:19:50,740 --> 00:19:54,040 I mean, there's just tons and tons of stuff in Roblox. 276 00:19:54,040 --> 00:20:00,430 We got scripts in here, we have sound effects, sound instances, we have these different values in 277 00:20:00,430 --> 00:20:01,090 here. 278 00:20:01,090 --> 00:20:05,530 We have different constraints and just a whole bunch of different stuff. 279 00:20:05,530 --> 00:20:09,010 It would obviously take forever to go through every single one of these things. 280 00:20:09,010 --> 00:20:14,560 So we're not going to be focusing on this just yet so we can close out of this for now. 281 00:20:14,560 --> 00:20:17,740 The next tab we can go ahead and move over to is the Avatar tab. 282 00:20:17,890 --> 00:20:23,800 And again, it'll keep the same tools that we had in the model tab, but we have a few new buttons. 283 00:20:23,800 --> 00:20:27,130 So for example, we can insert 3D objects into our game. 284 00:20:27,130 --> 00:20:34,870 So if you ever use something like Blender or Maya and you had custom meshes, they call them or custom 285 00:20:34,870 --> 00:20:39,340 3D objects from a separate program, you can import them into Roblox. 286 00:20:39,340 --> 00:20:41,860 But again, we're not going to worry about this for now. 287 00:20:41,890 --> 00:20:45,640 This is also for importing mesh rigs and stuff like that. 288 00:20:45,640 --> 00:20:47,730 Again, don't worry about that too much. 289 00:20:47,740 --> 00:20:53,200 We also have this button here to build rigs and these are just regular Roblox rigs. 290 00:20:53,200 --> 00:20:56,530 So, for example, I can insert a block avatar here. 291 00:20:56,800 --> 00:21:02,080 And here we have basically the avatar of your standard character in our game. 292 00:21:02,080 --> 00:21:06,010 And we can basically use these rigs to create animations. 293 00:21:06,010 --> 00:21:09,100 And that's what we would use this animation editor for. 294 00:21:09,100 --> 00:21:13,990 So if we open this up again, we're going to have this new window open and we can select a rig like 295 00:21:13,990 --> 00:21:17,260 this one, and it's going to tell us to create a new animation. 296 00:21:17,260 --> 00:21:24,340 And this is where we can adjust, you know, and create animations for our characters and things like 297 00:21:24,340 --> 00:21:24,850 that. 298 00:21:24,880 --> 00:21:29,620 This tool, again, we're not going to worry about it that much right now, but it is a tool that you 299 00:21:29,620 --> 00:21:32,080 will likely use in the future. 300 00:21:32,500 --> 00:21:34,150 So we can close out of this. 301 00:21:34,150 --> 00:21:39,130 I'm going to go ahead and delete this guy and we can go move on to the test tab. 302 00:21:39,130 --> 00:21:40,570 This is a very simple tab. 303 00:21:40,570 --> 00:21:45,580 Again, this allows us to test our game by either playing it or running it. 304 00:21:45,580 --> 00:21:49,840 And this play here button is basically the exact same thing as this play button. 305 00:21:49,840 --> 00:21:56,200 But what it does is that it inserts your player's character directly to wherever your camera is facing. 306 00:21:56,200 --> 00:22:02,740 So by default, anytime we play our game, we're going to spawn at this spawn location here. 307 00:22:02,830 --> 00:22:06,010 So as an example, if I hit play right here. 308 00:22:08,000 --> 00:22:08,720 Here we are. 309 00:22:08,720 --> 00:22:11,000 We have spawned on our spawn location. 310 00:22:11,000 --> 00:22:11,300 Right. 311 00:22:11,360 --> 00:22:12,800 Just as we would expect. 312 00:22:12,870 --> 00:22:14,840 Going to stop this test. 313 00:22:15,170 --> 00:22:19,430 And then what we could do is we could instead use the play here button. 314 00:22:19,430 --> 00:22:25,160 So if I look right here, then my character is going to spawn in this general area just like that. 315 00:22:25,160 --> 00:22:30,110 So as you can see, we didn't spawn on our base plate and instead we have spawned here wherever our 316 00:22:30,110 --> 00:22:34,520 camera was at, we also have the ability to create a local server. 317 00:22:34,520 --> 00:22:40,820 So in any case, where you needed to test your game out with multiple different players, then you can 318 00:22:40,820 --> 00:22:47,660 run a local server with up to eight players allowing you to test functionality between other players 319 00:22:47,660 --> 00:22:51,500 or any kind of functionality you need to test with multiple different players. 320 00:22:51,620 --> 00:22:54,320 We also have device emulation in here. 321 00:22:54,320 --> 00:22:59,990 This allows you to basically just test the UI of your game on different devices. 322 00:22:59,990 --> 00:23:06,410 You can select this dropdown menu here and emulate Roblox on, for example, an iPhone seven or emulate 323 00:23:06,410 --> 00:23:08,700 it on an iPad, Samsung. 324 00:23:08,700 --> 00:23:13,230 There's a whole bunch of other stuff in here, including even consoles you can emulate it on. 325 00:23:13,230 --> 00:23:18,450 And there's just a bunch of different neat little settings that you can do to emulate Roblox on different 326 00:23:18,450 --> 00:23:19,200 devices. 327 00:23:20,480 --> 00:23:21,500 In our view tab. 328 00:23:21,500 --> 00:23:22,650 We were just in here. 329 00:23:22,670 --> 00:23:27,500 This is where we're going to be able to pop up a whole bunch of different important windows like our 330 00:23:27,500 --> 00:23:32,750 Explorer window, our properties window, the toolbox, which we'll go over in just a moment. 331 00:23:32,780 --> 00:23:36,620 Our output window, which displays text from our scripts. 332 00:23:37,280 --> 00:23:40,850 And there's a whole bunch of other different little windows in here that we're not going to worry about 333 00:23:40,850 --> 00:23:41,630 too much. 334 00:23:41,660 --> 00:23:45,050 We also have some other different viewing options in here. 335 00:23:45,050 --> 00:23:50,210 So, for example, if you didn't like this view selector that shows us the global axes in the game, 336 00:23:50,210 --> 00:23:54,650 you can hit this button to get rid of it or hit it again to make it come back. 337 00:23:54,860 --> 00:24:01,310 We also have the ability to show a grid in our game which will display this grid on the map that just 338 00:24:01,310 --> 00:24:04,190 basically shows you the different stud increments. 339 00:24:04,200 --> 00:24:07,340 And this will basically just go on forever and ever. 340 00:24:07,340 --> 00:24:12,770 So if I zoom all the way out, as you can see, this grid just continues to stretch out for infinity. 341 00:24:12,770 --> 00:24:19,700 And we can also enable this button which will place a grid material over all of the different parts 342 00:24:19,700 --> 00:24:20,540 in your game. 343 00:24:20,540 --> 00:24:26,870 So if I go back all the way to my parts over here, as you can see, each of them have this grid on 344 00:24:26,870 --> 00:24:30,410 them, which represents the global grid of our game. 345 00:24:30,500 --> 00:24:36,170 And also another thing I'll mention real quick is let's say you're super far away from a part and you 346 00:24:36,170 --> 00:24:38,700 want to be able to travel to this part instantly. 347 00:24:38,700 --> 00:24:45,180 Then you can right click it and there is a button to zoom to this part, or you can hit F on your keyboard. 348 00:24:45,180 --> 00:24:46,230 So if I hit F. 349 00:24:47,090 --> 00:24:47,990 Or let me try that again. 350 00:24:48,020 --> 00:24:51,720 If I hit f boom, we have teleported to the part. 351 00:24:51,740 --> 00:24:52,730 Very nice. 352 00:24:52,940 --> 00:24:59,000 We also have the ability to enable wireframe rendering, which doesn't really do much, but I mean it 353 00:24:59,000 --> 00:25:03,410 just looks kind of cool to see all of the different triangles that make up your game. 354 00:25:04,250 --> 00:25:06,560 I'll just disable these real quick. 355 00:25:07,710 --> 00:25:12,900 There are some other neat buttons in here, such as viewing network information, render information, 356 00:25:12,930 --> 00:25:15,450 a whole bunch of other complex kind of stuff. 357 00:25:15,450 --> 00:25:19,740 And also there's a button in here to toggle the visibility of UI. 358 00:25:20,010 --> 00:25:26,880 So when you have UI or UI elements in your screen, they're obviously going to pop up on our camera 359 00:25:26,880 --> 00:25:31,680 and there's going to be times where you may not want to see all this gooey stuff on your screen. 360 00:25:31,680 --> 00:25:37,920 So that's when you would use this UI visibility button to toggle the visibility of UI elements on your 361 00:25:37,920 --> 00:25:38,590 screen. 362 00:25:38,610 --> 00:25:44,730 Now, the last thing that we're going to talk about here real quick is our plugins tab and the toolbox. 363 00:25:44,730 --> 00:25:46,890 So as you can see, I already have a plugin in here. 364 00:25:46,890 --> 00:25:48,420 This plugin is called Rojo. 365 00:25:48,450 --> 00:25:49,980 You don't need to worry about this plugin. 366 00:25:49,980 --> 00:25:55,860 This is just a plugin I use that I have installed as a file on my computer, so this is always going 367 00:25:55,860 --> 00:25:57,060 to show up in here. 368 00:25:57,060 --> 00:26:02,790 But basically what we can do is we can go to the toolbox here and this is an area where a whole bunch 369 00:26:02,790 --> 00:26:07,570 of developers have uploaded their own models assets. 370 00:26:07,570 --> 00:26:13,900 You can look through audio assets in here, you can look at other developers plugins. 371 00:26:13,900 --> 00:26:18,310 And inside of here, of course, there's a whole bunch of paid plugins, but there's also free plugins 372 00:26:18,310 --> 00:26:19,240 as well. 373 00:26:19,240 --> 00:26:23,750 So if you wanted to get a free plugin for example, um. 374 00:26:24,870 --> 00:26:27,510 When we try to find a good free plugin. 375 00:26:27,510 --> 00:26:28,110 Here we go. 376 00:26:28,110 --> 00:26:28,710 For example. 377 00:26:28,710 --> 00:26:31,380 Archimedes is a neat little free plugin. 378 00:26:31,410 --> 00:26:34,950 You can select this plugin and we can hit install. 379 00:26:35,750 --> 00:26:40,820 And then our plug in is going to show up underneath our plug ins tab and you can select this plugin 380 00:26:40,820 --> 00:26:45,030 and this gives you some neat tools for interacting with parts in your game. 381 00:26:45,050 --> 00:26:52,460 Basically, plug ins are just scripts or extra studio stuff that other developers have created to make 382 00:26:52,460 --> 00:26:58,040 developing a lot more easy for you when you're creating your games. 383 00:26:58,040 --> 00:27:03,980 So back inside of the Models tab, we can go ahead and look at a whole bunch of different stuff, including 384 00:27:03,980 --> 00:27:04,520 categories. 385 00:27:04,520 --> 00:27:08,900 We can take a look at different categories such as maybe vehicles. 386 00:27:08,930 --> 00:27:12,410 We can see different vehicles that other developers have made. 387 00:27:12,410 --> 00:27:14,650 So, for example, here's a working car. 388 00:27:14,660 --> 00:27:18,170 We can click this and it will insert it into our game. 389 00:27:18,170 --> 00:27:20,930 It'll tell you that this includes seven scripts. 390 00:27:20,960 --> 00:27:24,670 Please review the scripts to prevent unwanted changes to your experience. 391 00:27:24,680 --> 00:27:30,500 Basically, you just want to be careful of any malicious scripts that might be inside of these models. 392 00:27:30,500 --> 00:27:34,700 Most of the time, if these models have good ratings, then you're not going to have to worry. 393 00:27:34,700 --> 00:27:39,450 But sometimes you will find models out there in the wild that may have malicious scripts. 394 00:27:39,480 --> 00:27:46,470 Now that does sound a little scary, but basically those malicious scripts at their worst would just 395 00:27:46,800 --> 00:27:53,100 make your game either unplayable because they'd be spamming in parts into the workspace or they would 396 00:27:53,100 --> 00:27:56,040 display garbage on your screen, stuff like that. 397 00:27:56,070 --> 00:28:00,720 That's why you just want to be careful anytime you're inserting free models into your game. 398 00:28:00,900 --> 00:28:06,840 But as you can see, here is a model of a car that another developer has made with its own scripts and 399 00:28:06,840 --> 00:28:07,680 things like that. 400 00:28:07,680 --> 00:28:14,760 And we can actually go ahead and play test our game here to check out this developer's car model. 401 00:28:14,850 --> 00:28:20,280 So if we go and hop in this bad boy, actually we can hit E and look at that. 402 00:28:20,700 --> 00:28:24,150 We have this neat little car that we can drive around in. 403 00:28:26,550 --> 00:28:27,000 All righty. 404 00:28:27,030 --> 00:28:30,900 So I think we've gone over the main important things of Roblox studio. 405 00:28:30,900 --> 00:28:35,790 And in the next lecture, we're going to take a look at inserting a script into our game and writing 406 00:28:35,790 --> 00:28:37,950 down our first few lines of code. 407 00:28:38,040 --> 00:28:40,110 I will see you there.