Iām also encountering some weird issues with beta enabled. When using weld, the problems described above occurs where it uses weldās c0 and c1 property instead of the origin set in Blender.
Moreover, when I use WeldConstraint, I get this rather horrendous result: https://streamable.com/5f8uvm
Wow, I honestly can barely tell what Iām looking at, Iām not sure if I should be impressed or concerned.
One thing that I canāt quite figure out though, does this serve to make objects, uh, ābendyā if you will? If itās just pre-set deformations I canāt really see the value of not just pre-making the crushed versions of things in Blender or whatever other 3d modelling program of choice ahead of time.
Definitely couldāve phrased this better if it wasnāt so late at night in this time zone.
Is there any sort of timeline to the release of this feature? Weāre not actually using it directly, but enabling the beta feature seems to fix other issues weāve had with mesh deformation. Iām assuming that whatever bug weāve been encountering was fixed in the core code of this feature, but isnāt live in experiences yet.
After playing around for a while, I found out that the problem was on my end where I didnāt set the cframe / position of the skinned mesh to the root part with bones parented before setting p0 and p1 of weldconstraint, which resulted in this visual glitch.
I do, however, hope that this behaviour will be differed / rolled back because I would rather not go through a process of finding perfect cframe so the clothing and object meshes are in correct position, in favour of utilizing the position property set within 3d software like blender.
Finally got something working with the rig given to us, I hope to understand this feature a bit more so I can optimize my characters for it as I 100% plan on using it
What method would you recommend for doing the OuterCage as It seems using the Proportional Editing with grabbing and rescaling the top of the head doesnāt work too well for me @NeoBuilder101
I discovered an inconsistency in how skinned meshes are behaving in this beta.
Without Beta Enabled
With Beta Enabled
It appears the size of the MeshPart now has some effect on how the mesh is skinned, where-as before it would retain the same structure regardless of size.
If needed I can provide a direct repro, though Iād prefer to send it in private since this particular asset is part of an unreleased update for our game. Hopefully this is enough information to create a repro though.
This feature is going to be the key feature to Layered Clothing. If you also look at gta they have a similar system so you can stack clothing on top of each other and the vertices below wonāt display. Thatās to help with performance. Thatās also something us as a development simple just canāt do. Iām glad this update is coming out to improve the quality of the platform for the community and developers.
Vertex editing isnāt important⦠Jesus, so many people on this thread just complain about so many unrealistic things that donāt matter in the grand scheme of things.
i just said it for example they still didnt release avatar evolution after 2 years, im not saying its a bad update i was just saying they couldve made better features than cage mesh deformer that doesnt even work on skinned mesh characters.
Thanks for the detailed feature request. This is a feature we have been actively discussing and debating within the team. We are looking at ways this can be done automatically without requiring manual tagging of the assets/triangles. Will update in the forum once we have a good solution that is not too hard to author.