Cage Mesh Deformer - Studio Beta

Is this still broken? Or is it working again?

Yes! It now works with and without SurfaceAppearance.

@asmanwoks Thatā€™s great. Can you provide us with a test file we can use to debug this? We would still like to understand why it failed.

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Iā€™m trying to create a character customization menu, but canā€™t because ViewportFrames do not support caged deformation. It constantly shifts the layers off of the target.


Repo.rbxl (32.1 KB)

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With my current understanding of cage mesh deformation, I donā€™t see a option for soft body deformation, is this an upcoming feature or did I miss anything?

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Hello! Weā€™re currently working on making an exciting avatar editor for this technology, however the most recent version of the cage mesh deformer seems to crash quite frequently when we apply our custom mesh to the avatar.

We have two rough prototype characters (to any of my community reading this, these are not final and shouldnā€™t be viewed as such) which weā€™re attempting to put a shirt on like so:
image
As you can see there are a few clipping issues which weā€™re working to resolve through iterating on the meshes, however half of the time when we place the mesh on the character studio crashes. When it crashes it also seems to corrupt the save, crashing whenever studio attempts to re-open.

RBXL of a recent uncorrupted save (109.5 KB)

Do you know if a more stable build will be coming soon? If there is a problem in our implementation of the mesh would it be possible to help us understand how to avoid it? Weā€™re really excited about this, and weā€™re looking forward to making a ton of cool characters with it once weā€™re able to use it!

Thank you for your time!
-CJ

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Itā€™s great to see that youā€™re excited about this feature! This is still a beta implementation, so there are some known issues that we have been steadily fixing, including hidden surface removal and stability improvements. Thanks for your patience with it, and thanks for the repro file.

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Are there plans to get Tools working with caged deformation? Iā€™ve been fidgeting around with it and havenā€™t been able to get it to work.

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interesting to say the least

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Just wondering what the best way to add customizable hats, shoes, etcā€¦ to skinned meshes is. I have something right now that seems to work but I am interested in other techniques.
What I have right now is a transparent head thingy that is wrapped to the skinned meshes head. Then I weld my accessory(hat) to the fake head and it seems to work okay.

my hand(pen) writing hurts me to look at :grinning:,havenā€™t written for so longā€¦

This is what it looks like in blender:


It seems that if you are doing only hats or something with a character that isnā€™t stretching much, this might work better that the example that the roblox devs gave, because with this, you donā€™t have to make a inner, and outer mesh for each accessory.
However, I may very well be wrong and that is why I am asking about it :grinning:

Edit: Okay this actually doesnā€™t really work how I described it, there is one change. That is that in blender you name the Head bone(the one the Half Head has most of itā€™s weights on) the same as the half head. In my case that would be naming the head bone ā€œHeadā€ instead of ā€œneck.001ā€. That way Roblox uses the MeshPart ā€œHeadā€(the half head) to skin the bone instead of using the bone. So in the animation editor instead of changing the bones CFrame you would change the MeshPart ā€œHeadā€ 's CFrame. But I guess you could still use this. Again, I am looking for better methods of doing this!

Edit 2: Umm, so I just realized that what I have above doesnā€™t even use a wrap layer or wrap target and can be used without the beta enabledā€¦
So I am planning on making a hat but having the outer and inner boxes be around the whole player? For a R15 or R6 rig it would be outer and inner boxes for that limb specifically but for Skinned meshes with only one mesh I am guessing that I would have to put the outer and inner boxes around the whole rig. And for the object that the inner and outer rigs pair with(<RENDER_MESH_NAME>), would that be just a hat?

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We are working on and planning to release a set of tools in Beta for working with cage meshes in the next couple of months. Will update this thread when it happens.

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Thanks for reporting this. This is a known issue and we are working on fixing this.

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Old reply ik, but vertex editing is SUPER important for advanced terrain generation and procedural water, as well as allowing for user generated resources such as a displacement map solution, or lightsabers slicing through walls. Now, thereā€™s a lot of effort involved in creating an interface for this, but I would personally love a feature like this.

Because their goal is to use it for layered clothing/rthro improvements, releasing it to developers is a bonus

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Hi, I have another issue thatā€™s related to layered clothing - some avatar packages have a problem that impacts the use of layered clothing & regular accessories as well : Various older avatar packges have incorrect heads

Iā€™ve tried reaching out to various folks @ Roblox about this, but have had almost 0 response regarding any of it. Would definitely love to have this fixed.

I love how this Beta Feature is mostly for 3D clothing only showed an example of how to do it on a block. Making a 3D clothing a deformed mesh is a different process from the block one and I am aware that itā€™s still on beta feature and itā€™s not official yet, but It would be nice if we are educated just a bit on how it works on Avatars.

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This Will Make Detail And Objects Much Better, Looking Forward To Games Using This In The Future

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So does this work with skinned meshes? I remember trying when it came out, but since skinned meshes donā€™t seem to update their hitboxes/etc for some reason along with their animation, the clothing just remained static along with it. Iā€™m asking because I might have messed something up back then, or Iā€™m hoping it mightā€™ve been fixed.
The only alternative right now is having the clothing be skinned along with the base body, but itā€™s pretty inefficient to make entirely new versions for other potential body-types
Thanks.

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So I was experimenting and for some reason the mesh didnā€™t transform to the target, it only got to its location. Then I tried using the example place file to figure out what Iā€™m doing wrong, but turns out the feature is actually broken right now, because the same thing happened and Studio even crashed on top of it, every time I ran the plugin. Is this only on my end or is something up?

Update: Now it transforms! But still crashesā€¦

Update 2: Now it works! Not sure what was the problem, guessing it got fixed tho.

I really want Roblox to stop being called a Lego blocky game, if you go on r/gaming and search ā€œRobloxā€. A lot of people call it for children, blocky, lego ripoff. I hope this update changes the perspective of roblox to non-roblox players! :slight_smile:

I donā€™t think heā€™s referring it to lego-blocky, but more as blocky. Either way, Cage Mesh Deformer will still be blocky and has itā€™s blocky style, that is if you are using no package.

People that call it a lego ripoff or a childrenā€™s game probably played it before R15 was around, because in 2006-2009, they had circle studs which came from lego, and between then and 2016, R15 didnā€™t exist and people would just take one look at it and call it that type of game.