Have been contacted by another game owner that uses a very similar method to create waves - they claim they have been contacted by devrel to say this is an intentional change? Their place has been disabled from this change on fflag - Roblox FFlag Watcher
Cannot find any workaround to make bones function again and this is massively ruining aesthetic of game, hence ‘High’ impact.
Repro file included in private message.
Expected Behavior
Bones should deform mesh & cause a “bumpy effect”
Video of repro place, problem solved by locally disabling aforementioned fflags
Actual Behavior
Mesh no longer deforms - updating Position on Bone seems to have no effect.
Video of repro place, current live platform behaviour
Issue Area: Engine Issue Type: Other Impact: High Frequency: Constantly Date First Experienced: 2021-08-13 00:08:00 (+01:00) A private message is associated with this bug report
Could you please filter out FLASHPOINT ALPHA - Roblox as well? We rely heavily on mesh deformation and several key components of the game are broken now.
Can my game https://www.roblox.com/games/6847090259 please be filtered out of the change? Skinned mesh character rigs seem to have each MeshPart reset to bind pose when Motor6Ds are replaced with other types of joints, and the weighted vertices maintain this offset as the rig moves. This creates an effect where meshes still deform, but with massive gaps between each MeshPart. Deformation is also reset each time new joints are added to the rig, such as welding a tool handle or attaching ropes. The issue does not go away until all non-Motor6D joints in the rig are removed.
Thanks for the help, but it appears that the flag only affected the starting place and not the other places which are part of the Tradelands game. Here are the additional place IDs: 420777178, 6703456505, 5052112391, 676521614, 252919716
If there’s a way to make an exception for the entire game, this is the experience ID: 92096286
i see that we’re manually filtering places from the change, but I have a clue as to how this might be affecting things, if you guys want to try a fix that doesn’t require manual intervention from staff members.
in a game i made mesh water for, after experimenting with re-importing the rig this morning, we found out that literally the only reason why the water wasn’t working was that it wasn’t under a model. we had our water under a folder which was directly under workspace (which worked fine for 8 months), and simply grouping the meshpart of the water up into a group made the bones function as expected.
i’d be willing to provide a place file for a staff member if that would be helpful for looking into this issue.
for our specific use we only needed a single meshpart, so we didn’t feel like it was necessary to have the technically correct entire file structure, since it worked anyway. either way, it works now (for us), so we’re happy.
Can you filter out our games as well? Having huge issues with bones causing visual bugs for players. 6872265039 6872274481 5626342417 5899156129 4872321990. Out of curiosity, what feature is causing this to happen? It seems like it should just be reverted if it is causing issues for many large games.
This is a new code path that fixes some known bugs, as well as laying groundwork for new features that are coming soon. We do plan to get this working for all experiences, and I promise it will be worth the effort! Thanks for your patience.
It looks like the main place has the fast flag but the rest don’t seem to be added. On top of that, the main place is still having the issue despite having the fast flag (those random lines are caused by meshes with bones):
are the following issues (like bones not updating) intended? Or is it just an unintentional bug?
Other than that, I can confirm this has fixed numerous older bugs that were annoying.
I managed to get bones to still respond to updates on bone positions. I can provide repro steps and a file if needed