1 00:00:01,370 --> 00:00:01,850 All right. 2 00:00:01,850 --> 00:00:07,520 So in this video, I just want to take a deeper dive into parts so you can check out all the other properties 3 00:00:07,520 --> 00:00:09,920 parts have that you can use and manipulate. 4 00:00:10,280 --> 00:00:12,200 So I'll just make a part here my game. 5 00:00:12,890 --> 00:00:16,610 And as you can tell, we have loads of properties we can manipulate here. 6 00:00:16,640 --> 00:00:20,190 Now, you obviously know we can change the color of a part to whatever we want. 7 00:00:20,210 --> 00:00:22,390 Like maybe a nice blue. 8 00:00:22,400 --> 00:00:27,680 Or you can select the color from bright color here to one of the predefined colors that robots has. 9 00:00:28,650 --> 00:00:31,950 Of course, there's this other property here called Cash Shadow. 10 00:00:31,950 --> 00:00:37,290 And this basically tells the game whether or not you want this part to have a shadow casted from it. 11 00:00:37,830 --> 00:00:40,200 So if I move my part up here, you see, it's got a shadow. 12 00:00:40,200 --> 00:00:42,630 But if I turn it off, the shadow is gone. 13 00:00:44,290 --> 00:00:46,900 We can also change the material, of course. 14 00:00:47,920 --> 00:00:50,020 Maybe I want to stand part. 15 00:00:50,920 --> 00:00:57,040 And then here for material variant, it allows you to change the material to a different variant of 16 00:00:57,040 --> 00:00:58,930 a material using material service. 17 00:00:58,960 --> 00:01:02,230 We'll go over this later when we learn more about the material service. 18 00:01:03,170 --> 00:01:07,550 Reflectance is basically, yeah, there's a little pop up menu there. 19 00:01:07,550 --> 00:01:10,720 So if you hover over a property, you don't really know what it does. 20 00:01:10,730 --> 00:01:13,460 It gives you a little description of what the property does. 21 00:01:13,460 --> 00:01:18,950 So Reflectance is basically how shiny you want the part to be, and it only works on parts that use 22 00:01:18,950 --> 00:01:21,320 plastic or glass as the material. 23 00:01:21,590 --> 00:01:25,880 So if we set it to one, obviously you can't see it at all here on the sand. 24 00:01:25,880 --> 00:01:28,490 So we've got to change it to either plastic or glass. 25 00:01:28,610 --> 00:01:30,110 We'll just pick plastic. 26 00:01:31,350 --> 00:01:31,850 Okay. 27 00:01:32,400 --> 00:01:34,140 So I do like one. 28 00:01:34,530 --> 00:01:34,950 Okay. 29 00:01:34,980 --> 00:01:35,700 There we go. 30 00:01:36,000 --> 00:01:38,190 We have a very shiny part. 31 00:01:38,190 --> 00:01:41,950 It's basically chrome as the property states. 32 00:01:41,970 --> 00:01:47,880 A value of one is completely reflective, and then zero is just the default plastic. 33 00:01:48,180 --> 00:01:51,450 So no reflectance and we can tweak it. 34 00:01:51,450 --> 00:01:56,010 Maybe we want it to be more reflective to the point where it turns into a chrome brick. 35 00:01:56,010 --> 00:01:57,150 So that's kind of cool. 36 00:01:57,930 --> 00:02:01,620 Of course, transparency, how transparent you want your block to be. 37 00:02:01,620 --> 00:02:05,490 So one is fully transparent, completely invisible. 38 00:02:06,930 --> 00:02:09,000 While you can give it float numbers in between. 39 00:02:09,000 --> 00:02:11,610 So my part's half invisible. 40 00:02:11,610 --> 00:02:12,840 We can see right through it. 41 00:02:13,110 --> 00:02:15,630 And of course, zero can't see through it at all. 42 00:02:16,800 --> 00:02:17,940 Archival. 43 00:02:17,940 --> 00:02:23,310 This is a property for like if you want this instance to save when you publish the game, you won't 44 00:02:23,310 --> 00:02:24,720 ever really need to use this. 45 00:02:24,720 --> 00:02:29,340 This is more for like plugins that create stuff and then delete them or don't want them to be saved 46 00:02:29,340 --> 00:02:31,200 when a person publishes their game. 47 00:02:31,200 --> 00:02:33,450 So just kind of ignore this property. 48 00:02:33,810 --> 00:02:39,390 Of course, locked is whether or not you want this part to be clicked on or you can access it. 49 00:02:39,390 --> 00:02:44,370 So if I enable locked here and then I select my part, I can't click it anymore. 50 00:02:44,580 --> 00:02:45,600 I can't select it. 51 00:02:45,600 --> 00:02:50,340 But of course I can unlock it using this tool up here, of course, right here holds the name property 52 00:02:50,340 --> 00:02:54,780 for the part so I can name it to whatever I want, like blah blah parent. 53 00:02:54,780 --> 00:02:59,310 I can set the parent of the part, whichever instance I want to select, it will be the parent of my 54 00:02:59,310 --> 00:02:59,850 part. 55 00:03:01,040 --> 00:03:07,670 Um, here I can set the size of my part, so maybe I want it to be two studs on the y axis, maybe ten 56 00:03:07,670 --> 00:03:09,740 on the Z axis, something like that. 57 00:03:10,040 --> 00:03:16,190 And of course, here in the C frame is where we can adjust both the position and the orientation of 58 00:03:16,190 --> 00:03:16,640 our part. 59 00:03:16,640 --> 00:03:20,050 So maybe I want to rotate it like 90 degrees around the Y axis. 60 00:03:20,060 --> 00:03:21,770 Boom, I can do it like that. 61 00:03:22,220 --> 00:03:25,340 And of course here you can adjust the position of your part. 62 00:03:25,340 --> 00:03:27,560 So maybe I want it to be higher up five. 63 00:03:27,590 --> 00:03:32,990 You can also adjust these using the tools we have, like the rotate tool and the move tool. 64 00:03:33,730 --> 00:03:39,100 Down here is origin, which is the origin of the parts, basically the same as the sea frame holds the 65 00:03:39,100 --> 00:03:41,680 position and the orientation of the origin. 66 00:03:41,710 --> 00:03:43,840 You don't really need to mess with this at all. 67 00:03:45,270 --> 00:03:48,480 And then down here we have the pivot where we can offset it. 68 00:03:48,480 --> 00:03:52,390 And if you remember in our model tab, if we go to the edit pivot button. 69 00:03:52,410 --> 00:03:57,450 See, we can move the pivot around and as you can see, it updates the values in the bottom, right? 70 00:03:57,600 --> 00:03:59,370 We can rotate the pivot. 71 00:04:00,260 --> 00:04:02,940 And that's basically what these values hold for our pivot. 72 00:04:02,960 --> 00:04:05,720 And of course, we can hit reset to put it back in place. 73 00:04:06,430 --> 00:04:07,100 What else is there? 74 00:04:07,120 --> 00:04:10,090 We got collision so four can collide. 75 00:04:10,360 --> 00:04:13,390 It's basically telling you whether or not you want stuff to collide with this part. 76 00:04:13,390 --> 00:04:15,130 If I disable, can collide. 77 00:04:16,070 --> 00:04:17,120 No other part. 78 00:04:17,150 --> 00:04:17,790 No player? 79 00:04:17,810 --> 00:04:18,020 No. 80 00:04:18,020 --> 00:04:20,150 Nothing will be able to collide with the part. 81 00:04:20,780 --> 00:04:29,480 This can query button is for something called ray casts, which basically fires an arrow at a defined 82 00:04:29,480 --> 00:04:30,020 distance. 83 00:04:30,020 --> 00:04:34,130 And if it hits something and lets you know if this property is enabled, that means if I fired a ray 84 00:04:34,130 --> 00:04:38,150 cast towards the direction of this part and it hit the part, it would be like, okay, there's a part 85 00:04:38,150 --> 00:04:42,590 here, but if I disable it, the ray cast will go straight through the part like it didn't exist. 86 00:04:42,590 --> 00:04:47,840 So that's kind of what the purpose of this property is and then can touch this for the touched event. 87 00:04:47,840 --> 00:04:51,440 Basically, whether or not you want the touch to fire for this part. 88 00:04:51,650 --> 00:04:56,300 And collision group, you can select the collision group for the part and we'll learn more about those 89 00:04:56,300 --> 00:04:56,930 later. 90 00:04:57,690 --> 00:04:58,730 Of course, anchored. 91 00:04:58,730 --> 00:05:00,920 Whether or not you want this part to be anchored in place. 92 00:05:00,920 --> 00:05:04,310 So right now my part is unanchored and can collide is off. 93 00:05:04,310 --> 00:05:06,440 So if I want to go run my game. 94 00:05:07,510 --> 00:05:10,090 Falls through the floor and disappears. 95 00:05:12,160 --> 00:05:15,670 When we turn can collide back on and run it. 96 00:05:15,850 --> 00:05:19,360 So my part's on anchored, and as you can see, it can move around. 97 00:05:20,490 --> 00:05:22,470 But if I anchor it in place. 98 00:05:24,190 --> 00:05:26,560 Then it stays where it needs no force. 99 00:05:26,590 --> 00:05:28,570 No gravity is acting on this part. 100 00:05:29,330 --> 00:05:30,680 What else we got in here? 101 00:05:30,710 --> 00:05:32,750 We got some custom physical properties. 102 00:05:32,750 --> 00:05:38,450 You can change the density of the part, elasticity, the friction, how much friction? 103 00:05:38,450 --> 00:05:40,190 It applies to another surface. 104 00:05:40,220 --> 00:05:43,760 This is kind of more advanced stuff we're not going to get that deep into. 105 00:05:44,030 --> 00:05:49,970 So the mass loss property is basically for if I weld this part to another part, do I want to add the 106 00:05:49,970 --> 00:05:52,280 mass of this part to the Weld part? 107 00:05:52,310 --> 00:05:55,610 If I uncheck massless, that means it will keep its mass. 108 00:05:55,610 --> 00:06:00,980 When it's welded to another part, it will add its mass to the total collective mass of all the parts. 109 00:06:00,980 --> 00:06:05,720 But if mass loss was checked, then it means it would have no mass when it's welded to another part 110 00:06:05,720 --> 00:06:06,890 that has mass. 111 00:06:07,750 --> 00:06:08,920 Route priority. 112 00:06:08,920 --> 00:06:14,590 It's basically used to determine the route part of an assembly, which I'll talk about in a little bit. 113 00:06:14,590 --> 00:06:16,900 But you don't have to worry about this property for now. 114 00:06:17,140 --> 00:06:18,910 And then here we got the shape. 115 00:06:18,910 --> 00:06:24,370 Of course we can change it to maybe like a ball or maybe we want to change it to a cylinder or just 116 00:06:24,370 --> 00:06:25,540 keep it at a block. 117 00:06:25,540 --> 00:06:28,240 That's just kind of how we do it here. 118 00:06:28,540 --> 00:06:33,130 And this last section here is for forces You want to apply on the part, and this one's kind of cool. 119 00:06:33,460 --> 00:06:39,760 So here it's basically telling you what direction and how much of a force you want to apply to an unanchored 120 00:06:39,760 --> 00:06:40,330 part. 121 00:06:40,390 --> 00:06:42,250 So this part has to be unanchored. 122 00:06:42,250 --> 00:06:45,430 Otherwise we can't apply forces or velocities on it. 123 00:06:45,430 --> 00:06:51,490 But if I want to run my game here and I select my part, I can apply a velocity like in the Y direction, 124 00:06:51,490 --> 00:06:55,780 the global y axis like 20 and I can make my part jump. 125 00:06:56,170 --> 00:06:56,830 Look at that. 126 00:06:57,640 --> 00:06:59,680 Of course I can increase the velocity. 127 00:06:59,680 --> 00:07:00,790 Maybe I want to jump. 128 00:07:01,870 --> 00:07:02,700 There we go. 129 00:07:02,710 --> 00:07:04,030 Moves around a bit. 130 00:07:04,690 --> 00:07:09,730 Of course I can do it in the x direction, so we'll do something like that. 131 00:07:09,730 --> 00:07:11,620 Moves just a little bit. 132 00:07:11,620 --> 00:07:16,390 And of course you can also apply rotational velocities, this angular velocity. 133 00:07:16,600 --> 00:07:20,290 And maybe I want to apply a force to rotate it in the X direction. 134 00:07:20,290 --> 00:07:22,600 So I'll do 100 and see what happens. 135 00:07:22,600 --> 00:07:23,470 Oh goodness. 136 00:07:25,320 --> 00:07:27,210 So yeah, these ones, these ones are pretty neat. 137 00:07:27,210 --> 00:07:30,480 You can just apply random forces to it to unanchored parts. 138 00:07:30,480 --> 00:07:34,020 Remember, if it's anchored, you don't get to apply any force to it. 139 00:07:34,410 --> 00:07:39,090 So maybe I'll apply a force X and Y direction and look at that. 140 00:07:39,090 --> 00:07:40,320 My part jumps. 141 00:07:40,860 --> 00:07:41,940 I'll do it again here. 142 00:07:43,780 --> 00:07:44,380 Look at that. 143 00:07:46,280 --> 00:07:49,070 That's basically the gist of parts in their properties. 144 00:07:49,070 --> 00:07:51,140 So I'll see you in the next lecture.