Wait. . . So this is a separate studio that has more features? Why not just add them to the beta features in the normal studio? Or am I wrong about what this is?
I’m pretty sure it would have been less stable to make it a beta feature since of how much it does. Currently the beta is quite buggy and not the latest version (though i could be wrong about the version) that could be why its not a beta feature.
Would Roblox ever consider stepping back from R15 as multiple parts, revisit everything being R6 but with mesh deformation filling the gap left by R15 for finer posing/ animation?
Any updates on this? The github was recently updated to say
" Avatar Evolution is no longer actively maintained. Most of the features from this project will soon be available in standard Roblox Studio.
I’m hoping that means more than just SurfaceAppearance
Is being able to attach objects with and w/o mesh deformation to a rig which consists of one big mesh using skeletal skinning, a planned feature? I’m wanting to do this to attach accessories and hitboxes to the custom rig we’re having for a shooter game which I’m working on.
If not, then using a custom rig with skeletal skinning won’t happen for us sadly…
Can anyone tell me if this is a bug or am I doing something wrong? This is what it looks in blender and what I “expect” it will do. It is a simple LocRot test: two bone system, a cube of two vertex groups with an armature modifier to deform:
However, when I export it to Roblox, it instead does this:
It seems like location data isn’t at all being read and only rotation. Are there any weird fixes I can do to make location data work? I’ve been puzzled the entire last two days when my character and gun rigs weren’t behaving properly but it was just this location problem not working.
This happens to me too. I’ve made an issue on their Github page not too long ago, but it was just ignored. I especially hate this because it’s way too hard for me to animate in Roblox Studio.
yeah 2020 has been very kind to humans so far!
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