Is there any sort of timeline to the release of this feature? We’re not actually using it directly, but enabling the beta feature seems to fix other issues we’ve had with mesh deformation. I’m assuming that whatever bug we’ve been encountering was fixed in the core code of this feature, but isn’t live in experiences yet.
After playing around for a while, I found out that the problem was on my end where I didn’t 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
It seems I haven’t fully gotten a decent understanding on how to do the OuterCage
Mine
Compared to
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 doesn’t 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 I’d 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.
why adding cage mesh deformer when there is so many important features like vertex editing, better animation editor etc.
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 won’t display. That’s to help with performance. That’s also something us as a development simple just can’t do. I’m glad this update is coming out to improve the quality of the platform for the community and developers.
What exactly do you mean by vertex editing?
So like Blender’s edit mode. Wouldn’t this be somewhat complex for roblox? Is it actually on their roadmap or a suggestion?
Vertex editing isn’t important… Jesus, so many people on this thread just complain about so many unrealistic things that don’t 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.
There’s a bug that crashes studio when putting on layered clothing at the moment : Putting layered clothing on certain packages causes consistent crash
This would be incredibly cool if you had lightsabers in roblox and you could do this to other people
Made a feature request regarding clipping with layered clothing : Layered clothing should support contextual clipping before it launches
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.
Thank you for the update! I’m glad it’s being looked into and am looking forward to hearing about what you folks come up with.
Because you can use blender for both of those things.