Armature and Mesh Deformation

Yes, consoles are far more powerful than phones so they are able to do vertex deformation even better.


PS. it’s “Xbox” not “X-Box”

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pls pardon all my spelling and grammar issues iam just a german and in a rush while typing that,

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Performance is not the reason. Rome Total War ran on 2005 standard laptops no problem with over 2,000 units. 200 vertex-deformed actors would be even more feasible.

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don’t tell that me ; tell that which ever Roblox mods claimed it would cause performance problems.

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That’s an interesting thought. Moderation would be impossible for it

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I think Pixar was the first to use mesh deformation. Some animation of a bee in the 90’s I believe. Random point.

But yeah this would be awesome. This applies more than just characters though. You could make a waving flag, or a flexing wing, or a trampoline.

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I’ve been asking for this feature since user uploaded meshes were first introduced. Literally every 3D engine I can think of supports armatures in meshes. The Roblox engine is advancing to the point where it really can’t evolve much more until we introduce features missing from the engine - features that you see in 99% of other engines that are missing in Roblox. This feature should definitely be implemented.

I seriously hope we get mesh armature / vertex deformation support. This would bring the engine to a whole new level.

And performance isn’t as big of a concern as one might think. My potato laptop with 2GB RAM with an AMD E2 RADEON cpu was able to run “Command and conquer” just fine.

Please. We. NEED. THIS.

EDIT : It would also be nice to have the ability to import keyframe animations made in blender and play them on the corresponding armatures in the meshes that the animations were made for.

Off topic:
It’s so hard remembering to type “Roblox” and not “ROBLOX”

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I would love to have this just as much as anyone else, but there are concerns other than performance.
Here are two big ones I thought of right off the top of my head:

  • How would physics be handled? Would new hulls be re-generated for meshes on the fly? No physics? Both of these sound like bad options to me.
  • How would attachments behave? A humanoid rig with some hats welded using attachments and their positions would look extremely awkward in many cases. Would attachments deform in the same way the mesh does, and if so, where on the mesh are they “attached”? This also applies for motor/welds/similar.

The technique itself to deform meshes is not the problem; how mesh deformation would affect other features is.

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good questions :thinking:

Would make life so much easier and use less parts to load in.
:thinking:

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indeed … now that you say it lower part count is just one other advantage …
tough ; now that i think about it i found a new problem );

Currently ppl actually have to separate their models so or so into different parts due to the tri count limit of 5k … without a higher tri limit per mesh the vertex deformation update would be quite less usefull ?

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Exceeding the 5k triangle limit is actually pretty hard to do unless intentional. If you’re going to be making a figure that you want to animate, anything that you’re going to add onto it is going to be separate anyway (I.E. Equipment, clothing, etc…). A base model, or the “body” would in most cases never be exceed the 5k triangle limit if you have no issues creating an optimized model.

People don’t usually separate their meshes due to triangle count. Personally I do it because I need specific parts of a mesh to have separate colors and textures, this isn’t that time consuming, nor is it that big of a problem, and using UV mapping takes far longer and a lot more effort to do, since you’re going to have to create/find your own textures and apply them correctly. This is especially a problem if you’re going to be making updates to a game quite frequently with tons of assets using meshes and textures.

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No not really, only non-fully-optimized models have to be split up, you can easily make a good looking character with under 5k tris.

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The reason I kept it to just characters was because ROBLOX would probably not go for things like flags and trampolines out of fear that they’d lose their appeal to younger kids with the blocky aesthetic.

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For some modelers this is true; however things like modifiers in Blender (I don’t know what they’re called in other programs) boost the triangle count up like crazy. It’s pretty easy to exceed 5000 if you’re making something rather large. Especially things with curves. If I were to make a food truck in Blender, then port it to roblox, it would almost certainly be over 5000 triangles.

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Basically, the way things like this would work is based on the position of the Bone. The bone would carry a base collision model for the mesh (similar to how my gif looks, only that would be collisions instead of visible mesh.) Attachments would attach to the bones, and treat them like parts.

I’m not sure how other game engines do it, but it might be worth taking a look to see how they do it.

Another concern would be asking how to remove a limb if needed. Basically, to remove a limb, you remove the bones and any vertex group associated with the bone would be removed as well.

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They would be regular MeshParts, only VertexGroups would be available to map bones onto. Animations are already moderated, so I can’t say I know what you mean by this…?

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As for anyone saying performance is an issue, it is ultimately up to the developer to make sure their game doesn’t lag. Not only this, but mesh LOD models are coming in the future, and this would greatly optimize games. Especially for mobile platforms. Perhaps Roblox could have distant models have no mesh deformation while nearby models have it? (@BuildIntoGames @glurbman @EchoReaper ) Not only this, but developers aren’t required to use this feature. To be honest, it’s a pretty advanced feature and not all developers are going to know how to use it; however I think it should be an option so that the ones that do know how to use it are given the resources to do it.

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I’m pretty sure if we had mesh deformation, the clothes would have to be a part of the same mesh.

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usually yes