3D Layered Clothing is Now Available!

I know the original post says “any avatar” but I have questions if this is going to work on custom avatars.

  • Accessories have 8 specific locations. It is unclear that these locations are defined for anything but marketplace R15 models. This looks like a complete non-starter for S15 and S1, let alone, for example, a horse.
  • The wrap layer has an outside, which suggests you should be able to wrap around a wrap. I don’t see how this could even work with an accessory system. Accessories don’t have their own accessories. How do you identify which layer is on top?
  • The description of the technology is that the layered clothing uses UV mapping for placement. It really feels there is a missing command or two… “wrap this mesh around that mesh.” Why does this need accessories at all?

And for reference, three layers of armor. I would love to be able to pick and choose partial armor sets to increase the player options in my game. I can do it without layered clothing, but then I am stuck with one body type.

I could make my avatar S1 compatible, but even then, I don’t think accessories would work.

image

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So, they probably gonna release the full 3D layere clothing in May 2022.

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People still think 2d 8 bit games are better than modern games due to their simplicity. Deltarune is a great example, and yet the game isn’t as technologically advanced as some triple A FPS churned out by some massive corporation with “better tech” and “improved quality”.

Also, I don’t feel sticking with a classic style would hurt or “hold back” this platform, people can use R6 if they want to and can do exactly what you said just now with, y’know, base R6, something proven to have worked since 2006 onwards. R6 has been reliable since 2006, but you know what people have been finding issues with since it’s release? R15 and rthro. From the seams literally everywhere on R15 to rthro looking genuinely creepy at points and just not fitting with the general ROBLOX feel everyone has known and loved for what feels like an eternity. So no, it’s not me who has to take off my rose-tinted glasses, it’s you who can’t seem to see any possible downsides in your “better” updates and “improvements” to the platform that everyone should be “forced to use since it is the only way to advance the platform”. Stop being full of crap, take a step back from your pc and walk outside to touch some grass man.

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doesn’t stop rthro from being uncanny as hell, please god if you want to do more rthro roblox just make it look less like half the characters want to eat my lego man.

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I don’t understand why so many people think R15 > R6 and people should port their R6 stuff to R15, there are so many problems with R15 like the seams and just everything that makes it look simply worse. Also it is unoptimized and buggy as hell, so yeah imma stick with R6 until the day it is removed (which I hope is not any time soon)

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Here we go again. Another person who either didn’t bother to read, or didn’t bother to take the time and actually understand what I said. :expressionless:

As it turns out, when there’s more things that can go wrong (i.e. looking uncanny), there’s a higher bar that needs to be met in order to make things go right. But the end result is a higher quality final product. And REGARDLESS, if Rthro looks uncanny, that’s a problem with the art assets, NOT the technology behind it. It can be fixed with better animations, textures, models, and whatnot. Arguing that you won’t use better technology because of the default art assets provided to you is just you grasping at straws.

This is completely irrelevant and thoroughly misrepresents my previous statements.

I never said, or even IMPLIED, either of these things. Stop putting words in my mouth.

There are plenty of custom-made rigs that don’t have seams. You’re using this simply to argue, but the point is moot.

This is an opinion, not an argument. Learn the difference.

If you’ve found bugs with R15 avatars, feel free to report them right here on this very forum, instead of complaining about it in a separate post where no engineer will ever see it.

And ONCE AGAIN, I’m going to make myself CRYSTAL. CLEAR. I have ZERO ISSUE with ANYBODY using R6 in ANY of their games in ANY capacity they so choose. If you WANT to use outdated technology, then be my guest. What I’m NOT alright with is those same people complaining that their outdated technology doesn’t get the same features that the new technology gets.

And FINALLY, ONCE AGAIN, for the FINAL FINAL TIME:
IT IS VERY EASY TO EMULATE R6 TO AN INDISTINGUISHABLE DEGREE USING R15, RTHRO, LAYERED CLOTHING, SKINNED AVATARS, AND EVERYTHING ELSE. PEOPLE ARE JUST TOO LAZY TO DO SO.

Have I finally made myself clear? Good lord.

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So as it turns out the accessories system is completely arbitrary. As long as you have an attachment somewhere in the avatar with a matching name to the attachment in your accessory, the accessory can be added to that avatar.

If you place an attachment in the avatar’s right knee named RightKneeAttachment and had an attachment in your accessory that is also named RightKneeAttachment, then upon calling Humanoid:AddAccessory(accessory), accessory will be mounted to the knee.

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Doom eternal is definitely better than undertale and deltarune, with its god tier fun-zone. Oh, and little big planet 2 is easily was better than deltarune, with all the stuff you can do. Are either as emotionally deep? Not really, but the gameplay is way better.

And no, sticking to a classic style WOULD be a detriment. There would be way less variety, less creativity, etc. People get to choose art styles, gameplay styles, etc. (Also I don’t think Roblox would be this popular if it stuck to the og style.)

Also R15 is DEFINITELY better than r6, with its higher expressiveness. You want cartoony? R15 is basically a must. Realism’s your thing? R15 is a must. And honestly, the seams really aren’t that bad.

Rthro, it has some poor art assets, but the technology is amazing. Free scaling is really helpful!

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Thanks! You give me hope that I can make this work. I use a custom avatar (S1"ish," with 30+ bones)

I still have not had a successful import of a layered clothing (weird triangle counts mentioned earleir), but I did try to bypass that and enter the meshIDs manually. I also tried an arbitrary attachment, to no avail. The documentation for accessories is … not helpful.

There’s still too much not working for me to pinpoint the actual problem.

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Yeah, the accessory system is basically one big syntactic sugar for “positioning a part relative to another and welding them together”. It’s really weird.

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And the layered clothing system doesn’t need any of that. Just point at a part, match UV coordinates, and stretch. I’m confused by the added complexity of accessories.

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The textured clothing on roblox currently always felt awkward for me. It’s like wearing painted on clothes.

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Well layered clothing items are accessories. You can think of it as a sort of “accessories+” where the “+” is that it will deform to match the rig it’s on.

Also to answer your earlier question: I believe the layering order is determined by the AccessoryType property of the given Accessory. I could be totally wrong on this, though.

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Hello, does anyone know if this works with motor6d custom rigs?

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First: my point wasn’t that Deltarune is better than other triple a games (even if i personally feel that way), it was that those games are still popular despite their “drawbacks” and “backwards ways” or some crap like that. The game definitely more popular than both of those titles, even if they are more “technologically advanced”.

Second: YOU CAN DO SO MUCH WITH THE CLASSIC STYLE. You want to know why games on the SNES and the NES are fondly remembered more than the last call of duty? Because those games were fun. Better technology =/= better game (unless you are using the pong engine then yeah you should probably change that). You can get so much more creative with a classic style, in fact, restrictions can even aid your creativity in finding work-arounds and other ways to approach a situation. Look at some of the stuff Nintendo has had to do in the past to try and get the most out of their technologically limited consoles, it makes for some crazy and quite creative ideas the teams behind those games had to come up with to get over the technological challenge of making a certain part of a game work when the technology limits what they can actually do with that idea.

Third: No. Just no. R15 is not a cure for all, in fact sometimes it can do more harm than good. The seams, the downgrade in performance, just all of it is meh and you can do quite a lot of the stuff you can do with R15 just as good or even better with R6.

Finally: no, I do not see realistic avatars as the future of a platform that has always been a place where lego men do lego things at it’s core since the beginning, it just doesn’t sit well with me. Sure, the technology may be cool, but I don’t feel it suits a platform that has for it’s entire life been known as “the lego game”.

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Deltarune is newer (specifically part 2) so obviously it’s gonna be more popular. Also I never said it was backwards, the style fit the game well. But yeah, I could have made my point better, because I don’t think I made it at all. Those games are also great (as great as Delta and Under) even though the technology wildly varies. The graphics don’t define quality, true, but that doesn’t mean all games with good graphics are worse than games with old timey graphics, and vice versa.

Yes. You CAN do a lot with the classic style. But you can do a lot with the newer styles as well. It’s better to let creativity shine, rather than forcing outdated technology on people. (Hopefully, they let devs disable this, if not, THEN I will have a problem.)

Yes, because Activision doesn’t care about game quality anymore, they want to push out the next cash cow game every year, whereas back then, Nintendo actually cared about the games they made. But also there are many quality games made with new technology, and many crappy games made with old technology. Want examples of great modern games? Psychonauts 2, Half Life: Alyx, DooM: Eternal, Legend Of Zelda: Breath of the Wild, Super Mario Oddysey, Wolfenstein: The New Order, DooM 2016, Little Big Planet, Little Big Planet 2, Aliens: Fireteam Elite, Totally Accurate Battle Simulator, Luigi’s Mansion 3, Bloons Tower Defense 6, etc. And those are just the 3d and 2 1/2D games! And for the crappy NES games, we have Dragon’s Lair, Deadly Towers, Action 52, Ghostbusters, Athena, Super Pitfall, etc. Correct, better technology =/= better games. It’s how the technology is USED.

If you don’t force a single style onto every game, you can have WAY more creativity. Yes limitations can create creativity (it’s why Minecraft building is so fun) but that is only useful for creation-based games, not game engines.
In game engines, limitation is just limitation, and usually just causes issues.

Yes, Nintendo actually put care into making games that are fun, even with the limitations they had. But that’s because they actually knew good game design. It was not because of the crappy technology. If they had newer technology, they probably could have made games that are just as good, if not better.

True, R15 is not a cure for all, but it does not make things worse. Like I said, the seams are hardly noticeable on most body types. And also the performance is hardly different, unless you are on the worst device that Roblox is playable on. And no, you can do everything way better with r15 than you can do with R6 (cartoony, realistic, etc.)

Ok, the association of Roblox and Lego is made by people saying that it’s only a game for kids, which isn’t true at all. It’s literally an insult. That is the worst point you could have made against this new technology. Roblox isn’t going to have a set style anymore, especially with the new custom materials beta.

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aah,the monkey kid is here!

Oops,Is there any news at layered clothing? 2022 is approaching soon and ROBLOX didn’t prepare for it.

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looks so oddly weird, lmao the items are so off too

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Making progress!

And if I manually set the attachment points, bingo!:

Shirt does not wrap at all, but the cages never loaded correctly. Still no fix on avatar importer, but there is a new mesh importer in the works so… never?

Here’s one thing I found and corrected! The code in the original post assumes CharacterAppearanceLoaded will fire. On a custom avatar, with a surface appearance, it never fired. I changed up the code.

local myAccessoryAsset = "ChainShirt" 

game.Players.PlayerAdded:Connect(function(player)
	player.CharacterAdded:Connect(function(character)
		local humanoid = character:WaitForChild("Humanoid")
		if humanoid then
			humanoid:AddAccessory(game.ServerStorage:WaitForChild(myAccessoryAsset))
		end
	end)
end)
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More progress. More notes:

  1. Skinned accessories don’t need any wrap layers at all.

The base pieces (chain shirt, gloves, pants) have wrap layers, the outer layers do not (vest, pauldrons). Multiple parts are held together with weld constraints, and still animates.

  1. Layers seem to be kind of working once and kinda not, but I can’t find any instructions for putting a layer on a layer. This is what happens when I apply wrap layers to the second and third layers:

On layer 2, it appears to use layer 1 inner cage, not the outer cage. On layer 3, the cage work seems to be OK, but the rivets float and distort. The weld constraints all break. I call this correct.

  1. I’m ready to test a male body, to see if I actual wrapping occurs.
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