Avatar auto-setup face rigging splits edges with sharp normals

Posting this as a bug report since it seems everyone left for the holidays immediately after the announcement.

I’m working on a bundle right now that I intend to do manual rigging for, but I threw it into the avatar auto setup tool to see how it would do. I was impressed it seemed to detect the lower jaw correctly, but there were other issues that made the result unusable.

I use sharp edges as part of my art style, but it looks like for some reason these edges are getting mangled in output, and are treated like I used the edge split modifier rather than only a trick with surface normal direction. You can see everywhere there is a sharp edge, the geometry separates. I’ve never had this issue anywhere else on Roblox, so I presume the auto-setup is doing something strange with this.

This happens mostly for the head on what looks like all hard edges.

To mark a hard edge, I right click and shade smooth the model in blender, and then in edit mode I “mark hard edge”. There is no edge split modifier. I exported the unrigged mesh with default settings except for scale.

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I can provide a repro later.

2 Likes

Thanks for the report! We’ll follow up when we have an update for you.

When I throw any of my old models that were previously allowed on roblox, every single one won’t work due to opacity on the legs only, but if I make the model as small as possible the legs fit opacity, makes no sense, and it’s been like this for around a week

You should make a new bug report regarding this issue: How to post a Bug Report