Really I think they should add folders for plugins to allow us have better organization between all of our plugins by sorting them from what they’d be used for like all the Roblox Plugins or for people who do tons of things they can sort it by Building, Scripting, UI, or Animations.
For some odd reason, layered clothing in the preview doesn’t work on blocky R15 avatars? It doesn’t even come pre-built with blocky rigs and you can’t really use a blocky rig when positioning a hat. Wish you could make layered clothing tailored for blocky avatars given how layered clothing looks awful on them.
…Does it work for Tool
s for positioning the handle? If it doesn’t I’m gonna be mad.
The UGC program is currently arbitrarily invite-only
I was really waiting for this, Thank you
Meshes imported with the beta mesh importer do not work properly with this tool, which is a bummer because I’m trying to use a model that has a poly count slightly higher than the 10k limit on the default Avatar Importer. This is with the LCL_Jacket_PufferCoat_001.fbx from the Layered Clothing examples.
With the beta unified Mesh Importer
With the default Avatar Importer
What about accessories that have multiple parts? You’re only able to select 1 part. Would we have to put the rest of the parts in the accessory and add weld constraints?
I’m also having issues where shoes will work perfectly on the left leg yet not the right. Tried multiple shoes. All attachements are the same, nothing different from each leg. Going mad over here
Also side note, the character goes through the baseplate when you start fitting the accessory for shoes for whatever reason.
I believe it has to be a single meshpart
Hey @herfave_wastaken , in the known issues section of the beta importer post, it lists layered clothing as not yet being supported. If the avatar does not have WrapTargets with cage meshes for each of it’s body parts, you won’t be able to put layered clothing on it.
As far as I am aware, the blocky rig that you get from Rig Builder is not caged, so layered clothing will not display properly on it.
However, if you want to use the blocky character in Preview for determining the attachment position, you can actually add any avatar you want from your workspace by clicking on the first tile in the preview grid (with the + thumbnail).
I can look into getting a caged version as a default preview option.
Blocky avatars inserted via third-party plugins seem to not work too I even tried rigging a jacket fitted especially for blocky avatars in the editor only for it to look like virtual spaghetti
Are you certain that the blocky avatar you are trying to use is properly caged?
You can check each of its body parts for a WrapTarget instance. Those wrap targets have to have the CageMeshId property filled with a valid mesh id, and those meshes need to actually be the cage for that specific body part. (You could check by just copy/pasting the id into a MeshPart mesh id property to see what it actually looks like)
Okay, if you would like to send me a PM with the avatar and piece of clothing you are trying to use, I can try to figure out the issue.
For example, i could go and upload a hat without being in the UCG program
Oh, I missed that while skimming the original post. Thank you for the clarification.
What exactly is this “Mesh” slider for? As far as I can tell, it only seems to change the transparency of my MeshPart in the previewer, although that transparency doesn’t seem to stick after generating my final accessory. Is the slider solely for seeing the mannequin under the MeshPart, or am I missing something? If that’s the case, then I think “Mesh” should probably be changed to something more descriptive.
Will it be possible to add more kinds of clothing?
For example I can now make a shoe for the left and right foot but I don’t see any options to create gloves, a watch, bracelet or even somethings like socks.
Being able to create our own kind of accessory would give us a lot of creative freedom and customizability for the players.
The Beta Mesh Importer currently doesn’t support skinned meshes or layered clothing imports. These are being worked on as we speak and you will soon seen an update with support for these additional items as well.
Yes, you are correct it is to change the transparency of the MeshPart. We have plans to tweak this UI to make it clearer.
Any possibility Roblox will support Tools next for skinned meshes?