Also, yet again, please stop forcing R15 onto everyone. R6 is as stated a stylistic choice, and some developers may not want the looks of R15; even if you can animate it in the same style, the body structural design are not the same no matter what arguments you bring about.
Theres custom mesh deformation R15 avatars with 0 seams.
Yet again, you did not read my post. Please read it thoroughly, I already mentioned mesh deformation and the fact that it is not feasible.
Edit: you edited your post just to add a community resource you made just now, and yet still havenāt replied to any of my pointsā¦
Hereās RETROSTUDIO, and a game inside of it thatās based off of 2013.
Not only could people use their games, itās easier to animate with and itās useful for classic games or cartoony games, hereās another example, for cartoony.
Plus this platform is known for Powering Imagination, meaning you can do whatever you imagine, as long as it follows the TOS, and is supported by roblox of course.
it looks like layered clothing is working more well with 2.0 and other types of avatarās then rthro at the moment
because more joints = more work? isnt that just common sense
Also R15 has more joitns wdym
Iām not forcing anything onto anybody. Iām explaining that if you willingly choose to use outdated, deprecated, and inferior tech, then youāre not going to have access to the latest technology and you really donāt have a right to complain. It really is that simple.
Here, let me give you a simple solution :
Let people do whatever the hell they want.
There are still quite a number of popular R6 games, arenāt there? R6 is not ābetterā than R15, and neither is R15 ābetterā than R6. Itās like comparing apples to oranges. Sure, it has more joints, but it takes away the feeling of creativity to make unique poses, that can only be done using R6. This is not an āupgradeā from R15, itās just a feature.
Let people do what they want, as long as itās good. A well made R6 game will be way better than a poorly made R15 game. Itās a simple concept to grasp.
The game going for that 2013 look would really not benefit from 3d layered clothing, which wouldnāt have even been possible back then (on Roblox).
Maybe itās just my poor interpretation skills, but that line just doesnāt make sense.
Ehhhhhā¦ I donāt agree. The freedom of R15 animating actually makes high quality animations easier to make, as you donāt have to move limbs as much, because rotating will work most of the time.
Again, classic style games donāt need 3D layered clothing, it doesnāt fit in at all.
Why? Cartoony things look better with the higher amount of expressivity that R15 has. R6 just looks stiff, which isnāt super cartoony.
I can understand this argument, but I think the lack of support for R6 is because R6 is an outdated feature that lacks a lot of R15ās features (scaling, using animations with avatar customization, etc.) I think they are trying to push devs towards using the more expressive and feature-filled R15.
(Disclaimer)
I donāt hate R6 (I sometimes use it), but I do care for a balanced evolution of Robloxās look (not bonkers like Rthro, but not as tame as R6.) If you want to use it, thatās ok, It has a unique look that R15 can struggle with. And I know how much it sucks losing out on new features because of using an older things. I mean, the permament shutdown of the LBP PS3 servers (I only have a PS3) was announced on my birthday, and I loved LBP a lot.
ā¦And yet again, you offer no solutions for my issues, forcing me to use said āoutdated tech.ā I donāt see how this is my problem.
I see too many uses and possibilities. I donāt understand why some people think that āpeople will use it just to troll in cafesā. cafes or restaurants are not even the 1% of the Roblox games or that roblox needs to be a āblocky gameā. We had enough time to land the idea of getting more human and customizable characters since the anthro feature. And itās so cool and a little hard to work on your own inner cage, custom bones, etc.
I think that maybe someone should port every R6 animation to R15 (it would look like the cartoonish animation pack). And that would solve the R6 compatibility for now (idk)
Iām currently making my own clothes.
I love this feature
https://gyazo.com/1bd3ba50fefc6eb3a653949c001bf6c6
Just have some problems fitting the outer cage with the edges of my shirt
This is my code to test my clothes
local lcUtils = require(workspace:WaitForChild("LayeredClothingUtilsScript"))
local part = script.Parent
local WrapLayer = nil
for _, v in pairs (script.Parent:GetDescendants()) do
if v:IsA("WrapLayer") then
WrapLayer = v
end
end
local Handle= WrapLayer.Parent
local clon =Handle:Clone()
for _, v in pairs (clon:GetChildren()) do
if not (v:IsA("Attachment") or v:IsA("WrapLayer") or v:IsA("SurfaceAppearance") ) then
v:Destroy()
end
if v:IsA("Attachment") then
v.Name ..= "Attachment"
end
end
local accesorio = Instance.new("Accessory")
clon.Parent = accesorio
clon.Name = "Handle"
clon.Anchored = false
accesorio.Name = Handle.Name
local function onPartTouched(otherPart)
local character = otherPart.Parent
local humanoid = character:FindFirstChildWhichIsA("Humanoid")
local no_tiene = character:FindFirstChild(accesorio.Name) == nil
if not bIsColliding then
if humanoid and otherPart == character.PrimaryPart then
if no_tiene then
local clon_Accesorio = accesorio:Clone()
humanoid:AddAccessory(clon_Accesorio)
bIsColliding = true
end--si no tiene
end
end
end
local function onPartTouchEnded(otherPart)
local character = otherPart.Parent
local humanoid = character:FindFirstChildWhichIsA("Humanoid")
if humanoid and otherPart == character.PrimaryPart then
bIsColliding = false
end
end
part.TouchEnded:Connect(onPartTouchEnded)
part.Touched:Connect(onPartTouched)
Only 4 days slow to find this! Iām getting faster!
OK, I have many, many questions:
- I see a lot of talk about R6 and R15. How about S1 and S15 and, in my case S-something else? Do clothes have to be weighted to the armature in order to be compatible with skinned mesh avatars? If so, what is the benefit of layered clothing? If this update provides wrap technology that does not need to be skinned in blenderā¦ (see #2)
- This post: R15 avatar with skinned clothing. 3D Layered Clothing is Now Available! - #114 by SillyMeTimbers Does this depreciate the value of the āstill no real tutorialā S15 when all you need is a jacket to hide arm seams?
- Is this the ātool updateā that skinned meshes have been waiting for? Will it be possible to attach a tool to a skinned mesh without all the coding and skinning mess we go through now? (there is strong coincidental evidence this is true, see #4)
- I see the flicker glitch with skinned meshes is gone again. Was that part of this update? Is the fix here to stay? Thanks BTW!
- I suppose some of the prior answers may answer this: Is this update generic enough that a non humanoid could have layered clothing? (example: a saddle that works on both a horse and a giraffe)
I can already tell people will find weird little bugs with thisā¦ Other than that itās cool.
Iām not good at modeling clothes. So I made some code to help my friend to help her test her clothes and here is an example
local module = {}
--[[
local a = require(game.ServerStorage.Importar)
a.cosas()
]]
local Attachements_nombres = {
"FaceCenter",
"FaceFront",
"Hat",
"Hair",
"LeftGrip",
"LeftShoulder",
"LeftCollar",
"RightGrip",
"RightShoulder",
"RightCollar",
"Neck",
"BodyBack",
"BodyFront",
"WaistFront",
"WaistCenter",
"WaistBack",
"LeftFoot",
"RightFoot"
}
local Genera_Accesorio= function(Handle, WrapLayer, Attachment, generar_cosa)
Handle = Handle:Clone()
WrapLayer = WrapLayer:Clone()
Attachment = Attachment:Clone()
local Accesorio = Instance.new("Accessory")
Accesorio.Name = WrapLayer.Name
Handle.Name = "Handle"
Handle.Anchored = true
Handle.Parent = Accesorio
Attachment.Parent = Handle
local Motor6D = Handle:FindFirstChildOfClass("Motor6D")
if Motor6D then
Motor6D:Destroy()
end
Handle.Position = Handle.Position + Vector3.new(0, Handle.Size.Y + Handle.Size.Y/2, 0 )
Accesorio.Parent = game.Workspace
local TouchTransmitter = Handle:FindFirstChildOfClass("TouchTransmitter")
if TouchTransmitter then
TouchTransmitter:Destroy()
end
if generar_cosa then
local clon = game.ServerStorage.CustomClothing:Clone()
clon.Name = "Collider_".. WrapLayer.Name
local Remplazar = clon:WaitForChild("Remplazar")
local pos_original = Handle.Position
Handle.Name = WrapLayer.Name
Handle.CFrame = Remplazar.CFrame
Handle.Parent = clon
Accesorio:Destroy()
Remplazar:Destroy()
local clon_thumbnail = game.ServerStorage.Thumbnail:Clone()
clon_thumbnail.Parent = Handle
-- local surfaceApparence = game.ServerStorage.SurfaceAppearance:Clone()
-- surfaceApparence.Parent = Handle
local clon_Hover = game.ServerStorage.HoverScript:Clone()
clon_Hover.Parent = Handle
clon_Hover.Disabled = false
local ApplyCustom = clon:WaitForChild("ApplyCustom")
local model_mover = Instance.new("Model")
clon.Parent = model_mover
model_mover.Parent = game.Workspace
model_mover.PrimaryPart = clon
model_mover:MoveTo(pos_original)
clon.Parent = game.Workspace
model_mover:Destroy()
print(clon.Parent.Parent)
ApplyCustom.Disabled = false
end
game.ChangeHistoryService:SetWaypoint ( "Insertado Layered clothing: ".. WrapLayer.Name )
return Accesorio
end
module.cosas = function(generar_cosa)
local selection = game.Selection:Get()
local encontro_minimo_uno = false
local objetos_generados = {}
for _, v in pairs (selection) do
if v:IsA("Model") then
local InitialPoses = v:FindFirstChild("IntiailPoses")
local RootPart = v:FindFirstChild("RootPart")
local AnimationController = v:FindFirstChild("AnimationController")
local WrapLayer
local Motor6D
local Attachment
---revisa cosas bƔsicas
for _, cosa in pairs (v:GetDescendants()) do
if cosa:IsA("WrapLayer") then
WrapLayer = cosa
elseif cosa:IsA("Motor6D") then
Motor6D = cosa
end
end
if RootPart~=nil then
Attachment = RootPart:FindFirstChildOfClass("Attachment")
if table.find(Attachements_nombres, Attachment.Name) ~=nil then
else
Attachment = nil --lo cancela
warn("No coincide el nombre del attachement")
end
end
if WrapLayer and Motor6D and Attachment then
encontro_minimo_uno = true
local handle = WrapLayer.Parent
local accesorio_creado = Genera_Accesorio(handle, WrapLayer, Attachment, generar_cosa)
table.insert(objetos_generados, accesorio_creado)
else
print("no es un objeto valido")
end---es valido o no
end--ifs
end
if not encontro_minimo_uno then
warn("No haz seleccionado ningĆŗn objeto valido")
else
game.TestService:Message("GenerĆ³ objeto/s")
game.Selection:Set(objetos_generados)
end
end
return module
but I dont want the 2D style to go ;*(
Here, letās do this.
You stop taking my words out of context and melding them into your own version. I never said people canāt use R6, I said people shouldnāt use R6 and expect things to magically work, theyāre outdated tech.
Get with the system & evolve, or be left behind because you want legacy features.
Sorry, but this is how the real world works.
Some r6 games are still fun Itās just about the opinion either you use rthro r15 or r6
Again, you completely missed my point.
My post wasnāt defending R6, it was about how it doesnāt matter whether or not a developer uses R6 or R15, as long as the game is well made. Will R6 developers be able to use the new features Roblox is presenting? Of course not. Does that make R6 inferior to R15? Absolutely not. I wasnāt taking your words out of context
This is exactly what you said, now, isnāt it?
This isnāt even something to argue over. R6 and R15 are two completely different types of rigs. There is nothing to compare.
I apologise if I made you think I was taking your words and twisting them.
Obbies and certain games involving obstacles such as Mad City do this to prevent people with short avatars/tall avatars having an advantage/disadvantage.
If you want to try yourself, equip an R15 avatar and make it as tall as possible. Then try to complete the Jewelry store in Jailbreak.
Chees, The creator said they going to release in few weeks, it been five days though.