We’ve just turned on a feature that disables skinning when an emote with significant translation is playing. This is to prevent the visual stretching and deformation of layered clothing on certain emotes.
Would you mind sharing the bundle for the emote in the video? We’ll take a look - certain emotes that shouldn’t need translation still do, and we can consider adjusting our threshold.
This will only impact Layered Clothing while an emote with significant translation is occurring in the AnimationTrack. We don’t yet intend to disable this, but will tune the thresholding.
Hi, here’s a sample of some of the emotes that trigger the layered clothing issue. Please note that this list is not exhaustive, there are plenty more that also trigger it:
We’re rolling out an adjustment to our thresholding over the next hour. We still expect Layered Clothing to stop moving with the body while an emote with significant translation is playing, and will be monitoring.
What is “significant translation”? Do you expect clothing to stop moving when someone plays a dance animation? How am I supposed to continue work on my games if I can’t use layered clothing because it doesn’t move with the player? This was the whole reason we wanted to transition to layered clothing instead of using rigid pieces like we used to.
If my character is animated to do ballet, pirouettes and jumps and poses, I expect my leotard, tutu and pointe shoes to follow my character. If they do not, then my game cannot be released.
Whatever you are trying to prevent, please consider another method (perhaps deleting the offending assets) instead of breaking a core feature we want to rely on.
Edit: You can’t mark something as fixed BEFORE the rolled out changes have been tested and verified!
We’ve just adjusted the threshold such that Layered Clothing will work on any emotes that do not separate the limbs or parts of an avatar, allowing some minor translation (such as shoulder shifts). Emotes with large scale translation, such as this one, will have skinning disabled moving forward.
Root motion is ignored here - jumps, floating, ballet, pirouettes, etc. should all be fine, and we’re going to continue to review additional edge cases.
To be clear, I marked it as Fixed as we’ve adjusted not just for the cases you’ve specifically brought up Noble, but also based on a review we’ve already been doing across the entirety of the Emote catalog.
(I’m not certain if your concern is that by marking Fixed I won’t respond to or continue to monitor this thread - that’s certainly not the case. )
Will this change be shipping next week? I just tested my emotes & some of them still break layered clothing.
Why are you trying to “fix” these emotes through layered clothing, instead of disallowing those types of emotes entirely in the first place? What if a game intentionally stretches an avatar out for a certain visual effect? Now that game has been broken by this change!
The concern here is that the “fix” isn’t a fix - fundamentally it breaks layered clothing.
That was a concern I had, glad to hear that is not the case
Will this change be shipping next week? I just tested my emotes & some of them still break layered clothing.
The adjustment has been rolling out over the past hour, and we’re going to be reviewing and adjusting if necessary over the course of this week.
Why are you trying to “fix” these emotes through layered clothing, instead of disallowing those types of emotes entirely in the first place? What if a game intentionally stretches an avatar out for a certain visual effect? Now that game has been broken by this change!
This only applies to UGC Marketplace emotes - not all animations! Games can still create their own animations, emote systems, the works; it’s only for emotes that are created, uploaded, and sold on the Marketplace.
A lot of these large-translation emotes are quite creative and loved by the community, and in my personal opinion, part of the uniqueness of Roblox.
The concern here is that the “fix” isn’t a fix - fundamentally it breaks layered clothing.
LayeredClothing was already “broken” on emotes with significant translation, being stretched effectively into triangle soup.
Also, you may need to refresh your Client to have the adjustments applied!
Got it, I’ll mark this thread with a solution when I see the fix live on the client!
Then why are you making layered clothing disable on them? AFAIK the UGC animation guidelines specifically prohibit these types of animations - so if they’re not going to be removed, then why only specifically disable layered clothing on them? In the case of the “be tall” emotes, those explicitly rely on the layered clothing stretches that you mention.
Then why are you making layered clothing disable on them? AFAIK the UGC animation guidelines specifically prohibit these types of animations - so if they’re not going to be removed, then why only specifically disable layered clothing on them? In the case of the “be tall” emotes, those explicitly rely on the layered clothing stretches that you mention.
Good point! We can go back and forth with examples of edge cases either direction (emotes like this become visually illegible) - let me say instead that we’re aware and considering it. The challenge of having a diverse and creative UGC catalog!
We’re discussing the use of Layered Clothing to connect emotes like “be tall” internally. No change yet, but I will re-open this to Assigned until we get back to you + the DevForum.
After further review and discussion, we’re going to revert the disabling of skinning on LayeredClothing for now. Bodies will remain unskinned when an emote with significant translation is playing.
Thank you for your feedback here! Marking as Fixed.