Introducing the New WrapDeformer Instance

This is pretty huge! I think someone could make vehicle deformation using this.

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Is it possible to use animation editors to interpolate between wrapdeformers like it is with shapekeys? If not that would be super needed for different facial expressions with animated characters, doing all that in coding and then having an animation on top would NOT be ideal. Other than that, love the update

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God it’s beautiful… Roblox is truly fifteen steps ahead of the competition. 2025 sweep incoming.

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Gonna be honest, this is genuinely super cool. I can see a lot of games using this.


As a side note, you really should’ve picked a different bundle for this… I don’t think I’ll be able to sleep ever again…

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UPDATED:
Thanks for your feedback!
It currently does not affect physics/collisions, however WrapDeformer:CreateEditableMeshAsync() produces an EditableMesh with said information.
Shortly, skinning support will be added to EditableMesh so that it will suitable for use in avatar rendering via AssetService:CreateMeshPart() and MeshPart:ApplyMesh(),.
At the moment, this lack of skinning support prevents us from recommending this approach for achieving precise collisions on live-deforming avatars.

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Appreciate Roblox for using this newfound power to create horrors beyond comprehension

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Thanks for this feedback, we have added the fbx files for the cages and a description of how they are set up at the bottom of the “Example: Blend shape (“shape keys”) Workflow” section here. Let us know if it would be helpful to have any other source files or any further information!

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…That’s weird and concerning.

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Super cool. Unfortunately there are a number of community-created bodies and heads that use incorrect cage mesh geometry which makes the body incompatible with layered clothing, so this feature might not work properly on some avatars.

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Hearing the term shapekeys made a neuron activate in my brain, and I immediately went to see if I could test some of the shapekeys from Half-Life 2 against this.

In the quick experiments I did, it doesn’t seem to work just throwing the regular topology at it.

Is it actually possible to use the original mesh as the cage mesh itself, and in-turn, as a WrapDeformer morph target? I don’t have any direct use cases for this, I was just poking around to see if it was possible.

Though now that I think about it, I could probably just directly interpolate the vertices and get the same effect.

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Can someone make a dark souls-like character creator from this so we can get the funniest tech demo ever

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This is actually a super cool feature!
Can’t wait for scale property on bones in animation though, would be super useful for animating characters in more expressive ways.

Oh also, what’s the performance on this?
Can this be used on many models at the same time?

Does it increase draw calls when used on a static mesh?

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Waiting till someone makes a Sims 4 character creator with this

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Thank you for the nightmares. I’m not gonna sleep tonight.

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Maybe they should make a more bare bones version of this instance that operates on the mesh directly lerping between two identical topology meshes.

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Very cool feature! Please at some point in the future would you consider the idea of directly being able to write vertex and fragment shaders ?

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I don’t seem to be able to make the cage debugging features of WrapTarget to work, is there a trick or setting to turn on those visualizations?

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Same thing for me I immediately thought about source engine models since they use shapekeys for facial movments

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I’m sorry I just can’t take this seriously… God, I’m such a child at times.

And this

But, jokes aside, thanks for the update, loving it! I am going to have some fun experimenting with this, seems quite interesting. But I must point out, the bigger the Head the worse the mesh quality is, I do think you should try and increase the limit of Meshes.

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Cool feature!
I take it that it’s still only possible to do client-side.
(Not do the deformations on server-side and have it automatically replicated?)
Or will server-side/replication be possible in the future?

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