![Kinetic model builder 3.0.0 dmg free Kinetic model builder 3.0.0 dmg free](/uploads/1/2/5/3/125391874/164806894.jpg)
Model Builder Arcgis
- --[[Jarredbcvs' 3DMG script, Credit to ephriam1090 for the wounderful idea, also credit to
- some other person for the the meta tables. If Your reading this eather your in the credits
- or your someone like Particie and Stole the script. Anyway, DO NOT CLAIM THE SCRIPT whoever you
- ]]
- for i = 1, 100 do
- end
- lp=game.Players.LocalPlayer
- pl=lp.Character pl.Humanoid.WalkSpeed=30
- tol.Name='3DMG'
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'CharacterMesh' then v:remove() end end
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'Hat' then v:remove() end end
- for _,v in pairs(pl:GetChildren()) do if v.ClassName'Shirt' or v.ClassName'Pants' or v.ClassName'ShirtGraphic' then v:remove() end end
- pants=Instance.new('Pants', pl)
- shirt.ShirtTemplate='http://www.roblox.com/asset/?id=117999568'
- pants.PantsTemplate='http://www.roblox.com/asset/?id=117998236'
- local bp = Instance.new('BodyPosition',pl.Torso)
- local bgdest = Vector3.new()
- local gas = nil
- local numq = 0
- local nums = 0
- bg.maxTorque = Vector3.new(0,0,0)
- bp.P = 1500
- torso = pl:findFirstChild('Torso')
- ra = pl:findFirstChild('Right Arm')
- rl = pl:findFirstChild('Right Leg')
- rs = torso:findFirstChild('Right Shoulder')
- rh = torso:findFirstChild('Right Hip')
- neck = torso:findFirstChild('Neck')
- rj = pl:findFirstChild('HumanoidRootPart'):findFirstChild('RootJoint')
- rootpart = pl:findFirstChild('HumanoidRootPart')
- Part = function(x,y,z,color,tr,cc,an,parent)
- p.formFactor = 'Custom'
- p.BrickColor = BrickColor.new(color)
- p.Transparency = tr
- p.TopSurface,p.BottomSurface = 0,0
- Weld = function(p0,p1,x,y,z,rx,ry,rz,par)
- local w = Instance.new('Motor',par or p0)
- w.Part1 = p1
- return w end
- local msh = _
- if num 1 then msh = Instance.new('CylinderMesh',par)
- elseif num 2 then msh = Instance.new('SpecialMesh',par) msh.MeshType = 3
- elseif num 3 then msh = Instance.new('BlockMesh',par)
- elseif num 4 then msh = Instance.new('SpecialMesh', par) msh.MeshId='http://www.roblox.com/asset/?id=1185246'
- elseif num 5 then msh = Instance.new('SpecialMesh',par) msh.MeshType = 'Wedge'
- elseif type(num) 'string' then msh = Instance.new('SpecialMesh',par) msh.MeshId = num
- msh.Scale = Vector3.new(x,y,z)
- wPart = function(x,y,z,color,tr,cc,an,parent)
- local wp = Instance.new('WedgePart',parent or Weapon)
- wp.Size = Vector3.new(x,y,z)
- wp.CanCollide = cc
- wp.Anchored = an
- return wp end
- hair= Part(.1,.1,.1,'Dark orange',0,false,false,pl)
- hairm=Mesh(hair,'http://www.roblox.com/asset/?id=16627529',1.05,1.05,1.05)
- if (not vDebounce) then
- anime=Instance.new('Model',wep)
- hit1w= Weld(hit1,s1,0,0,0,0,0,0,anime)
- hit2w= Weld(hit2,s2,0,0,0,0,0,0,anime)
- if hit.Parent:findFirstChild('Humanoid') ~= nil then
- hit.Parent.Humanoid.Health=hit.Parent.Humanoid.Health-math.random(3,10)
- local teller=Instance.new('Model',hit.Parent) teller.Name='-'.math.random(3,10)
- hum= Part(.1,.1,.1,',0,false,true,teller)hum.Name='Head' dm=Mesh(hum,3,0,0,0)
- hum.CFrame=hit.Parent.Head.CFrame*CFrame.new(math.random(-3,3),math.random(-3,3),math.random(-3,3))
- game.Debris:AddItem(teller,1)
- end
- hit2.Touched:connect(touch)
- bas:BreakJoints()
- bas2:BreakJoints()
- fakel1.Part0 = pl.Torso
- fakel2 = Instance.new('Weld',anime)
- fakel2.Part1 = bas2
- for angle = 0, 45, 9 do
- fakel1.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.Angles(math.rad(angle*2), math.rad(angle/2), math.rad(0))
- fakel2.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.Angles(math.rad(angle*2), math.rad(-angle/2), math.rad(0))
- end end)()
- welditbro1.C0 = CFrame.new(0, 0.5, 0)
- welditbro1.Part1 = bas
- welditbro2.C0 = CFrame.new(0, 0.5, 0)
- welditbro2.Part1 = bas2
- anime:remove()
- end
- tol.Selected:connect(function(mouse)
- mouse.Button1Down:connect(function() onClicked(mouse) end)
- --~Right 3dmg~--
- dmgb= Part(.5,.75,3,'Pastel brown',0,false,false,wep)
- dmgw= Weld(dmgb,pl['Right Leg'],.75,.25,.5,0,0,0,wep)
- dm=Mesh(dmg,1,2.5,12.5,2.5)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.5,-1.25,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.5,-1.7,math.pi/2,0,math.pi/2,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.4,.5,-1.5,math.pi/2,0,math.pi/3,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.65,.75,-1.15,math.pi/5,0,0,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,-.125,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,0,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb,.125,-.125,-1.5,0,0,0,wep)
- --~Left 3dmg~--
- dmgb2= Part(.5,.75,3,'Pastel brown',0,false,false,wep)
- dmg2w= Weld(dmgb2,pl['Left Leg'],-.75,.25,.5,0,0,0,wep)
- dm=Mesh(dmg,1,2.5,12.5,2.5)
- dmg= Part(.1,.1,.1,',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.25,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.5,math.pi/2,0,0,wep)
- dm=Mesh(dmg,1,1,1.5,1)
- dmgw= Weld(dmg,dmgb2,0,.5,-1.7,math.pi/2,0,math.pi/2,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.4,.5,-1.5,math.pi/2,0,-math.pi/3,wep)
- dmg= Part(.1,.1,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.65,.75,-1.15,math.pi/5,0,0,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.75,1.25,.1,'Really black',0,false,false,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,-.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.125,.13,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,-.125,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,0,-.125,-1.5,0,0,0,wep)
- dmg= Part(.1,.3,.1,'Really black',0,false,false,wep)
- dmgw= Weld(dmg,dmgb2,.125,-.125,-1.5,0,0,0,wep)
- bbas= Part(2.1,.1,1.1,'Really black',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.4,.5,.2,'Pastel brown',0,false,false,wep)
- b=Part(.1,.1,.1,'Black',0,false,false,wep)
- bm= Mesh(b,'http://www.roblox.com/Asset/?id=10207677',.2,.05,.2)
- bw= Weld(b,bbas,-.5,0,.5,math.pi/3,0,math.pi/3,wep)
- bm= Mesh(b,'http://www.roblox.com/Asset/?id=10207677',.2,.05,.2)
- bw= Weld(b,bbas,0,0,.5,math.pi/3,0,-math.pi/3,wep)
- bw= Weld(b,bbas,-.25,0,1,math.pi/5,0,0,wep)
- b=Part(.2,.3,.5,'Dark stone grey',0,false,false,wep)
- --Right sword
- sb= Part(.21,.2,1.01,'Really black',0,false,false,wep)
- s= Part(.2,.2,1.3,',0,false,false,wep)
- s= wPart(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.01,-.55,-math.pi/3.5+4.9,0,0,wep)
- sw= Weld(s,sb,0,-.2,-.7,0,0,0,wep)
- me=Mesh(s,3,1,.25,5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,-.15,0,0,0,wep)
- me=Mesh(s,3,.5,1,.5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,.15,0,0,0,wep)
- me=Mesh(s,3,.5,.5,2)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-.75,0,0,0,wep)
- me=Mesh(s1,3,.25,.7,20)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4.57,0,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1,math.pi/4,0,0,wep)
- --left sword
- sb= Part(.21,.2,1.01,'Really black',0,false,false,wep)
- s= Part(.2,.2,1.3,',0,false,false,wep)
- s= wPart(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.01,-.55,-math.pi/3.5+4.9,0,0,wep)
- sw= Weld(s,sb,0,-.2,-.7,0,0,0,wep)
- me=Mesh(s,3,1,.25,5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,-.15,0,0,0,wep)
- me=Mesh(s,3,.5,1,.5)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.3,.15,0,0,0,wep)
- me=Mesh(s,3,.5,.5,2)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-.75,0,0,0,wep)
- me=Mesh(s2,3,.25,.7,20)
- s= Part(.1,.1,.1,',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4.57,0,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-3.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-4,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-2,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1.5,math.pi/4,0,0,wep)
- s= Part(.1,.1,.1,'Really black',0,false,false,wep)
- sw= Weld(s,sb,0,-.15,-1,math.pi/4,0,0,wep)
- if key 'q' and not q and mouse.Target then
- if (mouse.Hit.p - pl.Torso.Position).magnitude < 200 then
- a = mouse.Hit.p
- q.Color = BrickColor.new('Really black')
- q.Humanoid = pl.Humanoid
- game:GetService('Debris'):AddItem(pl.Torso.Smoke,0)end
- weightless = Instance.new('BodyPosition',pl.Head)
- weightless.position = Vector3.new(0,1000,0)
- local current = weightless wait(0.25)
- weightless.maxForce = Vector3.new(0,5000,0)end
- elseif key 'e' and not e and mouse.Target then
- if (mouse.Hit.p - pl.Torso.Position).magnitude < 200 then
- b = mouse.Hit.p
- e.Color = BrickColor.new('Really black')
- e.Humanoid = pl.Humanoid
- game:GetService('Debris'):AddItem(pl.Torso.Smoke,0)end
- weightless = Instance.new('BodyPosition',pl.Head)
- weightless.position = Vector3.new(0,1000,0)
- local current = weightless wait(0.25)
- weightless.maxForce = Vector3.new(0,5000,0)end
- elseif key 'f' and (q or e) then
- game:GetService('Debris'):AddItem(q,0)end
- game:GetService('Debris'):AddItem(e,0)end
- bgdest = pl.Torso.Position + (pl.Torso.CFrame.lookVector * 125)
- gas.Size = 0.1
- if not weightless then
- weightless.maxForce = Vector3.new(0,10000,0)
- coroutine.resume(coroutine.create(function()
- if current weightless then
- end))end end end)
- if key 'q' and q then
- pfvalue.Value = false end
- q = nil a = nil if weightless then
- weightless = nil end
- if not q then
- game:GetService('Debris'):AddItem(e,0)
- game:GetService('Debris'):AddItem(weightless,0)
- pfvalue.Changed:connect(function()
- pl.Humanoid.PlatformStand = false
- pl['Right Leg'].CanCollide = false
- pl['Right Arm'].CanCollide = false
- pl.Humanoid.PlatformStand = true
- pl['Right Leg'].CanCollide = true
- pl['Right Arm'].CanCollide = false
- local pos = pl.Torso.Position
- local tab = {a.x,a.y,a.z,b.x,b.y,b.z}
- for i = 1,3 do table.insert(x,(tab[i] + tab[i+3])/2)end
- bp.maxForce = Vector3.new(4500 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bp.D = 0 end elseif q then
- bp.position = a bp.D = 10
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bgdest = a bg.maxTorque = Vector3.new(5000,5000,5000)wait(1)
- elseif e then nume = nume + 1 local num = nume
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 3000,4500 * (math.abs(pos.y-bgdest.y)/200) + 3000,4500 * (math.abs(pos.z-bgdest.z)/200) + 3000)
- bgdest = b bg.maxTorque = Vector3.new(5000,5000,5000) wait(1)
- elseif pl.Torso:FindFirstChild('Smoke') then
- nums = nums + 1 num = nums bp.position = bgdest bp.D = 10
- bp.maxForce = Vector3.new(4000 * (math.abs(pos.x-bgdest.x)/200) + 2000,4500 * (math.abs(pos.y-bgdest.y)/200) + 2000,4500 * (math.abs(pos.z-bgdest.z)/200) + 2000)
- wait(1) if num nums then bp.D = 0 end else
- bg.maxTorque = Vector3.new(0,0,0)end end
- mouse.KeyUp:connect(grapple)
- bg.cframe = CFrame.new(pl.Torso.Position,bgdest)
- if anim then
- end
- local rm = Instance.new('Motor', torso)
- rm.C1 = CFrame.new(0, 0.5, 0)
- rm.Part1 = ra
- lm.C0 = CFrame.new(-1.5, 0.5, 0)
- lm.Part0 = torso
- rlegm.C0 = CFrame.new(0.5, -1, 0)
- rlegm.Part0 = torso
- local llegm = Instance.new('Motor', torso)
- llegm.C1 = CFrame.new(0, 1, 0)
- llegm.Part1 = ll
- rsc0 = rm.C0
- llc0 = llegm.C0
- neckc0 = neck.C0
- local countspeed = 1
- while wait() do
- count = (count % 100) + countspeed
- if Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude < 2 then
- --Idle anim
- llegm.C0 = llc0 * CFrame.Angles(-angle*.025, 0, 0)
- rm.C0 = rsc0 * CFrame.Angles(0, angle*.05, angle*.05)
- lm.C0 = lsc0 * CFrame.Angles(0, -angle*.05, -angle*.05)
- elseif Vector3.new(torso.Velocity.x, 0, torso.Velocity.z).magnitude > 2 then
- --Walk anim
- rlegm.C0 = rlc0 * CFrame.Angles(angle*0.25, 0, angle*0.015)
- llegm.C0 = llc0 * CFrame.Angles(-angle*0.25, 0, angle*0.015)
- rm.C0 = rsc0 * CFrame.Angles(-angle*0.25, angle*.05, angle*0.080)
- lm.C0 = lsc0 * CFrame.Angles(angle*0.25, -angle*.05, angle*0.080)
- end)
Free Model Builder
From: Ben Haller Subject: Aquatint.dmg.gz 1.1 Aquatint gives you the ability to make glossy, 'liquid' icons, buttons and logos more easily than you ever imagined possible. Just make a black and white silhouette, or 'stencil', of your desired image, and Aquatint will do the rest! Trapcode Particular is a plugin for After Effects that lets you create organic 3D particle effects and complex motion graphics elements. Now includes Fluid Dynamics. Use our designer to select presets for emitters, particles, physics and aux particles. Create multiple particle systems and emit from 3D objects. Descargar os x el capitan dmg desde windows 8.
Model Builder Gis
- Jarredbcvs' 3DMG script, Credit to ephriam1090 for the wounderful idea, also credit to.
- Sellers was the most influential American machine builder of his time, noted for stripping machines of ornament and painting them a drab machine gray and more importantly for standardizing screw threads and investing heavily in scientific research as discussed in the next section 31,67. It is best documented for the case of Ford’s Model.