Introducing the "Avatar Evolution" Studio Beta Build!

Those Protogens look “spectacular”!
Also, I hope they make it so lights can influence it.

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Ela’s finally got black ice :heart_eyes:

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Did you test them out beforehand? anyways try setting the main bone’s Y position keyframes to zero, this should balance it out and not make it so bouncy.

If you’re unsure what the main bone is it’s the one that controls the entire armature.

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It doesn’t follow the animations since the only thing that has keyframing is in fact the bones of the deformable rig, so you can’t just add a Motor6 or else it won’t work.

So I suggest opening the deformable rig in Blender 2.8 or some other program and manually rig the eyes using bones, hope this helps.

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I see deformable meshes as one of the most powerful tools added to ROBLOX STUDIO.

You won’t believe how excited I was when this was first announced in this year’s RDC, as a Modeller I am so happy that the current limitations that we’re currently encountering in Studio is slowly being lifted, we can now make clothes, hair and many other things that we couldn’t do before.

With this implementation, we can truly make anything using our imagination, thank you.

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See:

And:

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It’s just great to see everything change from default materials, mesh texture to custom materials, and mesh material, and including mesh deformation. Wonder what games would look like with Future is bright phase 3, grass, mesh material, mesh deformation, and custom materials. Roblox is just changing so much this year.

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I read that and still don’t get why you say a tiled property is not essential.

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That just says the sun, not individual light sources. My post asked when will the individual light sources ie, point, spot and surface lights also change the secular shading of the meshes with custom normal maps on them, because right now the only light source that effects it, is the sun.

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In the post I linked, it is implied this will happen in phase 3, as local lights will be receiving the “fib treatment”.

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Hope this is added sooner than later, still waiting on a FIB 3 beta test

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I love how I’m always thinking about these kinds of things on my own such as how I will create custom models and interpolating between models and applying skeletal-based animations over pose-based animations to my characters. Then I’m worrying about how I am going to have to hand-code all of this in addition to redoing all the collision physics to my custom models. The next thing I know, Roblox decides we’re gonna go work on this and release it to everyone.

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I’m still yet to get my mesh imported correctly. I keep being told that there’s no geometry associated with ‘XYZ part’, but it’s defined as a vertex group? Even uploading the lola file says “Unable to find part named ‘Right Eye’”?

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Ayy that fixed it, thanks amigo!

Now I’ve just gotta figure out how to bind this to a StarterCharacter and play the animations :v

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Oh yeah, we want Wolves Life using mesh deformation soon. This is very exciting for models. Again, this mesh deform feature is very useful for rigging stuffs, even R6.

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I have a poor insight into animation, but there is a property of the MeshPart called ‘Deformer’, along with a class MeshDeformer with barely any descriptions other than its instances, the Deformer seems to accept the class ‘MeshDeformer’, which requires a “source_mesh” and a “target_mesh”, they require identical amount of vertex and do not seem to function (unless I am doing it wrong, or its still in development), nevertheless, what are the intended functions for this class? Is it currently operational?

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I actually really like the SurfaceAppearances in general.
Will it have the texture (3d Interface) version of SurfaceAppearances? If so, that would be cool!

Here are some examples
(Gif 1 and 2)
https://gyazo.com/d2c6ae66419daec24272cf5da19f046f
https://gyazo.com/c83c9ac165f116d399d7de682f63fcf5

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this is the most cursed post on this thread thus far

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SurfaceAppearance is only meant for meshes with UV mapped textures, which are rarely tiled. Tiled textures for things like bricks and floorboards are essential, but they’re not part of the goal of SurfaceAppearance. They’re part of the goal of a custom material system which will come out separately later.

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Yes, and even if you did want tiling textures you could just stack your UV’s. I am glad this update will increase standards for modelers.

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