Hello developers! A small spooky update for you:
Since we released Bones for rigs and skinned meshes last year, their functionality with simulated Constraints was limited. While you could use them as Attachments, any movement from animations would not update the Constraint.
This changes now!
Constraints attached to Bones will use the animated position of those Bones.
This has the potential to cause issues with games that may have been attaching constraints to rig bones, expecting them to not move with the animation. To fix this, you should add a separate Attachment to your mesh at the desired position
There’s some known issues and more work to do to bring Bones to feature parity with Attachments, including:
- FIXED 11/18 The TransformedCFrame and WorldTransformedCFrame properties on the bone may be inaccurate when getting these values right after updating a parent bone’s Transform.
- Correct constraint widget rendering (currently they may look off visually, you can notice this in the gif).
- Effects (lights, particles, beams) attached to Bones need to update with animated positions.