Avatar Joint Upgrade for Physically-Simulated Character Movement is Now Live!

I think this is a very cool update, however I am getting overtly confused over how I’d convert my custom rigs to this new system.
When I say custom rigs, I mean things like swords, guns, etc. that I have rigged with Motor6Ds before.

If we can get clarification on those, or a tutorial on how to do it, that would be great!

Yes, CharacterBreakJointsOnDeath will be disabled by default in newly created experiences. Existing experiences with BreakJointsOnDeath = true will not change. Players will continue breaking apart when they die. Anyone can get the classic roblox death in a new experience just by enabling CharacterBreakJointsOnDeath.

More info here.

Is this an example similar to what you want to do?

Hi, does this affect R6 in any way?
Edit: I found out that there’s no change to R6

It’s quite close, but I have a few questions:

  1. Is it required that I use a BallSocketConstraint for things that I don’t intend to use physics for (Like a chair, a cup, a sword you’re holding, etc.)
  2. What should the naming convention be for old animations to transfer? I know before your 2 parts needed to match the names you used while animating, and when I did the conversions manually the animation didn’t load for the new rig.

Information for future avatar related updates; it will never affect R6, no matter how many people want it.

I honestly hope that they somehow make it in some kind of way where like it IS R15 but it looks and acts just like R6. maybe one day.

1 Like

Hi, I hope you’re well.

I have a simple bug to report regarding the ragdolls with this new avatar joint upgrade.

In the place file provided that showcases all of these cool features with the new system, I have encountered something that is less than ideal. When the character is running and triggers a ragdoll, or in certain angles, the character begins endlessly, for lack of better words, humping the ground or air due to an issue with the waist or lowerbody.

I have tried numerous fixes such as:

Toggling IsKinetmatic

Changing AnimationConstraint force and torque values

Changing with ball constraint values

Adding no collision constraints to different parts
Adding density

Changing CanCollide properties

Changing PhysicsSteppingMethod

Forcefully Disabling animations upon ragdoll state

Disabling PlatformStand

Setting walk speed and jump to 0

Making sure ragdoll and getting up are called in proper order and on client (also have tried server, same effect)

Turning off custom avatar sizing

I have not been able to find a solution and there are no reported issues on this yet. The reason why this is a massive issue is because it causes the replication to vigorously shake the whole player. Only thing I can think of is that something is going on behind the scenes or it’s an improperly placed ball constraint.

Let me know your thoughts and if you need videos for reproduction, this is happening in the main place file and other projects. Thanks

Attached is a video of the behavior in the Roblox place with no alterations. Any attempt to fix this mentioned previously either makes it worse, or doesn’t have any noticable effect.

Please let me know if you have any reason why this is happening as I have been dissecting my character trying to figure out what’s going on.


Edit - I have found the solution! :white_check_mark::white_check_mark:

After some surgery on my character, I was able to find that the HumanoidRootPart becomes unstable with the new constraints, and the only way I’ve found to prevent the waist and camera shaking issues, is to weld the HumanoidRootPart to the LowerTorso together.

I don’t know if this is needed for all character behaviours, but it certainly is for ragdolls. Attached, is the new place file with comments for the additions and changes I have made.

PS: I also fixed the joints issue with ragdoll state getting stuck on GettingUp state.

AvatarJointUpgrade - Fixes.rbxl (113.4 KB)

Hope this helps anyone having the same issue!

1 Like

why is your coding font comic sans bro :sob:

1 Like

It keeps me on my toes, y’know?

2 Likes

Since its release to live servers, this has broken AnimationConstraints between Bones (Attachment0) and Attachments (Attachment1). They are no longer animated by the animator. Reverting to using Attachments on both sides fixes it.

This was not documented anywhere and a completely unnecessary change, since it worked perfectly fine beforehand. I used this to introduce an additional animatable offset between the attachment CFrame and the AnimationConstraint Transform via the Bone Transform.

Please reconsider in which order the animator targets are resolved.