How do you use the new Bone instance?

I’ve got the basic part down and how to build a skeleton with it, Issue is I cannot actually animation the meshpart with the bones.

Video I’m trying to get a reference from: https://www.youtube.com/watch?v=CGvE8T_f81E

This new instance is new to me, And I don’t understand how to set it up.
And I’m assuming it has something to do with the skinning section of this api: Bone

More specifically:

"Our new mesh importer supports importing meshes with skeletal joint data with vertices weighted to those joints. This will be saved in the mesh asset data for each part.

Named joints defined within a MeshPart or FileMesh’s mesh asset data will skin to Bones with the same name found as children of that part, Bones that are direct children of those Bones (recursively), or children of other parts in the same Model that are connected to the part directly or indirectly by Motor6Ds, Welds, BallSocketConstraints, HingeConstraints, or other skinning-enabled joints within the same Model. Other descendant Models are considered separate models."

It’s all gibberish to me & I was hoping for someone to break this down for me.

Also also, Fore more context on what I current have: https://gyazo.com/b5b65e64acea64de4035b650734c030c

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After going crazy I learned the following:

You can use blender or whatever else to rig the mesh
Then you can use the avatar importer

Video on how to do that: https://www.youtube.com/watch?v=zVBJ8JmWwZQ

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So are bones basically mesh deformation? And how would I go about making the rig?

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You would do this by using some sort of editor like Blender in order to make your meshes and add bones to them. There are plenty of tutorials on YouTube for this.