Originally rigid bodies with skinned mesh ids don't skin

Reproduction Steps

  1. Import rig as a custom avatar.
  2. Copy over that rig’s limbs’ ids to a previously rigid rig version.
  3. Re-add humanoid/animation controller

Expected Behavior
We expect the rig to be skinned

Actual Behavior
A rigid body with skinned mesh ids copied over doesn’t skin. There’s a current bug with importing some rigs, where the joints and motors are placed at wrong places. Quoting an engineer’s solution: “So to get this to work you’d need to use an existing rigid rig in Studio, and manually copy across all the meshIds from the skinned version. Due to another issue, you’d need to add and then remove a Humanoid to ensure skinning.”. While the joints are fixed, the rig doesn’t skin even when re-adding an animation controller or replacing it with a new humanoid.

Since this issue, a flag has been enabled called FFlagAvatarImporterCustomMotorFix amongst others this didn’t fix any of the previous problems. Together with this flag (and possibly others) created another problem at a later date: All Skinned Meshes are Invisible, Unable to see Custom Sea MeshPart.

Issue Area: Engine
Issue Type: Display
Impact: High
Frequency: Constantly
Date First Experienced: 2021-08-04 00:08:00 (+02:00)

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Thanks for the report! We’ve filed a ticket to our internal database and we’ll follow up when we have an update for you.

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Just confirming that the importer was fixed, so you should no longer need to use this workaround? It may cause other issues, so it’s not recommended at this time. Thanks for your patience!

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