Ideal for devs if they wants to add in their games the low graphics settings option, so meshes will not be detailed as it is at max settings in their games.
yyYYYESSS!! This is fantastic, thank you!
This is getting frustrating. Not only are MeshParts in Humanoid rigs broken, but MeshParts in ViewportFrames are broken, too!
(Left: MeshPart in a ViewportFrame. Middle: MeshPart in a Humanoid rig. Right: What it should look like using a SpecialMesh)
This only happens with MeshParts that were released after this update (or at least, close to when this update was released)!
Also, and this is just speculation, this might also be the reason why MeshParts that have been uploaded recently have awful collision meshes.
(normally the collision mesh generation is much smarter than this!). Related:
I’m still awaiting a fix for the distorted Meshparts when placing in a Humanoid. Progress on my games has been on-hold ever since this has came out (which is 17 days ago), and my community is beginning to feel impatient. I am unable to do anything about it. All my games rely on rigs which are made out of Meshparts, and are forced to have a Humanoid object inside. This issue should be fixed ASAP, or at least make the option for LOD to be disabled on these types of models. I wouldn’t mind LOD just being temporarily removed from the platform altogether, while we await a fix for both Humanoids distorting mesh as well as the incompatibility with ViewportFrames. My community and I have been waiting nearly 3 weeks for a fix, and this issue has now become frustrating. I really hope this issue gets resolved soon.
Our game has been halted severely due to a bug troubles with meshparts, breaking their collisions and what not.
Hopefully this gets resolved tomorrow, with either a patch or the update released on Friday being disabled for a little bit.
Possibly unrelated but I discovered something unusual when trying to make a decal for a meshpart:
Expected outcome is box projection mapping using the bounding box as the outer bounds for the projection.
WhoToTrus - can you provide more information on the related collision problems?
Thanks!
Has LoD been disabled on new meshes? All my newly imported meshes don’t seem to have working LoD
(New meshes on the right)
Yeah its temporarily disabled while a couple of fixes are in the process of being released.
Is LOD still disabled? Because I’m seeing LOD and it’s causing my cosmetics to wonk out.
Interesting. Should be helpful for a large portion of the community with less powerful devices.
This will be an awesome improvment for low-end/mobile users
Creation of new ones is disabled, but old ones still being rendered. If possible, you can reimport the mesh, otherwise the fix is scheduled to go out on Thursday.
I’m experiencing a bug where the LOD model is showing up for Meshparts with a RenderFidelity of Precise in two conditions:
- If the mesh is a descendant of the character (i.e. tools)
or - The mesh is a descendant of a ViewportFrame
in both of these cases, I am always getting a broken LOD model, regardless of distance from the character/camera, and regardless of the fact that LOD is not even enabled.
Please fix this. This is making all of the weapon models/viewport frame models in my game look broken.
You can DM me for a repro.
We’ve just enabled an update that might fix this, can you try it now?
Everything seems to be working correctly now!
Both for humanoids, and for ViewportFrames. No crashes.
Awesome work!
The first one was uploaded when the update was disabled, the second one was uploaded now. Looks like the collisions are fine now, but the lighting on that meshes is still broken (only on ShadowMap technology)
I have experienced this issue as well. The one on the left is the original mesh with correct shadowing, the one on the right is the “reupload” with the new LoD.
Thats weird. Thanks for reporting this guys, we’ll have a look.