Title says it all. A friend of mine (@dudemanextremer) recently pointed out that all limbs from the Rthro collection have a different mass - even if the game is set to R15 and not Rthro.
I took a look under the hood, and these limbs have different sizes + position offsets without the mesh.
This causes issues with things such as gravity, jumping, and hitboxes.
I think the size is for the mesh itself and the weight may not make a relevant difference in the gravity / jumping (I’m not sure how much of an effect it would make). I doubt it would be intentional but its actually quite cool how you’ve pointed this out. Hitboxes would be a big thing though.
Just did some testing:
It makes relatively no difference in the jumping by the look of it - the engine may compensate for it.
The one on the left is mirror Law who replicates my keyboard movements as a reflection (if i jump with the spacebar he will also do his idea of a jump). Mirror Law has a normal head mass. On the right is myself who has a head which is massless. From testing it seems that we both have the same jump height.
Hitboxing would be a massive difference though. Complainable I’m pretty sure some hats have larger hit boxes and using shoulder assets also increases your hitbox - therefore your hitbox may be off anyway. I doubt it was intentional and instead it was just an issue they overlooked.
I mean a work around is to no collide the heads and then have a fake head in in order to act as the hitbox but I can clearly see your point - I think its understandable why the size is as stupidly big as it is (as to make the head look better on the person) but jeez if it can’t fit through a door then we’re all doomed if we ever start making more stuff using anthro.
I think the masses and gravity and jumping they just left out as it would have little noticeable impact but the hitbox is a big flop. Not too sure how you’d fix it though as its a mesh and it has to be a relative size anyway - as such it may not be a bug but instead just something which they couldn’t find a better way to handle.
Apologies for my wording, forgot Anthro and Rthro are not the same thing (lol).
And I don’t work with meshes so I didn’t know you could offset/scale it so thanks for the knowledge. I do wonder why they didnt just do that originally - that must ruin a few games unintentionally.
I have recently found an additional case where using various Rthro packages in places with set R15 avatar constraints can result in spawning way above SpawnLocations due to hitboxes.
As seen, it’s possible - there’s no stutters. It’s very easy to do.
Various R15 Pieces:
Borderline impossible, no indication as to why this would be different. The character’s hitbox is slightly different - that’s why it can’t climb the wall.
This is my last post on the matter to prevent further clogging of the thread.
This is an urgent issue, users are using some packages to get really small sizes (perhaps to avoid deadly things, such as gun shots, lasers, etc) and become harder to attack