I used it here:
I might add @WesFluff’s script
That is amazing, do you think you could share it with me? I have no skill on making that, we could talk by personal messages if you want, please, respond me there!
My friend was testing some minutes ago and noticed that one of the arms are down and one up, he said its not the animation, maybe an issue on the mesh, you know something about that, dogu?
It is the animation.
Dogu15:
Normal:
The images looks the same for me, one of the arm is still down, its strange, I removed and also replaced the animations but the arm is still down.
The top image is Dogu15, the bottom image is a default R15 avatar. The arms are positioned that way because that’s just how the animation looks, not because of Dogu15.
Hmmm, also my walking animation also makes the same arm issue, at this point I don’t know if it is the rig or the animation, this is making my head hurt trying to fix it, but, alright… I think.
Fire! Benere told me to come here, very useful!
This is so COOL! I’m really happy this exists, I might be able to attempt a GFX in studio with the look of the limbs bending naturally. Wish me luck!
Will you make it an r6 version of it?
R6 version sounds like easy thing to do with bones. I won’t do it sadly, but I will mention few things.
I really like this but, I would love it if you could fix the limb’s invisibility inside, where you can see the inside of the mesh, but the mesh is the void:
this happens when you resize the legs, havent tried it with the arms but I bet the same thing happens
Yeah, its fixed now, Roblox issue for sure.
IN LOVE, gonna use this for my games.
Hey, sorry for raising the question by @niftycheese again, but could you please elaborate on how you manually create skinned rigs in Studio that work without any Bones? What do you mean by “center points of parts”, what do you use them for, and how? I understand how to make skinned rigs with Bones in Blender, but having skinned rigs without any Bones, like your “Dogu15 Deform Rig”, seems way better to me. Thanks!
“Center point” is a middle point of 2 parts.
I calculate the position with simple maths.
Attachments use the said point as reference - think of it as a bend!
Thanks for the quick reply! How do the vertices of let’s say the “LeftLowerArm” MeshPart know which Attachments to follow and by how much? Do you achieve that in Blender by using Vertex Groups but naming them after Attachments instead of Bones?
Edit:
I figured it out. In order to have skinned rigs working in Roblox Studio without any Bone Instances, name the Meshes and Bones after the rig MeshParts:
How did you manage to do a mesh deformed rig, using multiple parts? I’m doing a game and that would help me a lot