I’m not sure if this is a bug or what. But my part gets timed out and doesn’t change in Roblox.
Roblox really just drops this bombshell of a banger update out of nowhere.
Legitimately "pogchamp"ing right now.
Woah! This is amazing, will definitely make a huge impact for large teams that don’t want to give critical member permissions to its developers, instead Blender modelers can work exclusively from their software.
Will we ever see this expanded over to more 3D asset software?
How do I make the package be anchored, can I add a custom property or something like that? When I try to anchor the package it disconnects from auto update.
I have one suggestion that is a button to insert a Roblox avatar mesh in blender for checking proportions while modelling.
SUper cool we can update mesh now? That’s epic
It’s quite convenient that we can directly update the mesh without doing some exporting rough work.
The hardest part of exporting/importing between Roblox and Blender is animation imo. I’m waiting for the update for animations.
Looks great highly interested in this thank you Roblox!
For VSCode there is Rojo, nothing yet for Figma I believe, although there may be a plugin which serialises the images and puts into chosen instances into a Roblox rbxm.
My issue with Rojo is that it’s extremely annoying to set up, and only work with new games.
Hello, could you obtain the Roblox collisions source code and add it to the plugin? This would allow us to visualize precise, default, hull, and box collisions in Blender.
We can easily set up hull and box collisions in Blender with a few clicks. However, having a visual preview for precise and default collisions would save us from the need to export and split the model repeatedly when trying to fine-tune the Roblox collision settings.
Adding some buttons to display collisions would be helpful.
This is the best thing to happen! This is going to save many many hours for creators! Thanks a lot
Wow, this is going to be a very useful time saver. Thanks for this!
what @pyxfluff is looking for is official setup for VSCode and Figma, not unofficial methods
Do animation support next.
Also does Roblox generate a new hard disk every second that adds 1 TB of space to the servers. That we can literally create Assets that create a new AssetID, without even giving the option for users to delete it.
But for meshes or images, we can’t even update them. This is using a Package, which I mean… at one point I’m going to need sort filters inside Packages. Because if this Plug-in uses Packages as its main method to create and update a Mesh.
I didn’t check yet, but I assume it’s not updating the Mesh, it’s re-uploading it.
For every piece of mesh that gets created, it would create a Package.
Then if I’d have ModuleScripts as Packages, they’d catapult themselves to the bottom of my Package list and I’d end up having to scroll 500 miles.
Yes It uploads a new mesh that gets a new ID every new version. I think updating meshs would be nice too.
Hey! Thank you for doing this tool, we were in the process of making our own version of it. This is a great start that will allow my team to iterate significantly faster.
Quick question, how do we allow non-group owners to upload to a group? It’s a crucial feature for us since our maps are developed by multiple people at the same time, and of course the packages must be accessible and shared by everyone in the team.
Another thing is that we need better control on the conservation of changes when updating packages. For example; I upload a Mesh from Blender, I change some properties in Roblox (disabling CastShadow, changing CollisionFidelity, etc.), later I make some changes to the mesh, I reupload it, and none of the changed properties followed. This also applies to sub instances, for example a Texture instance was added in the uploaded mesh, when updated, the Texture vanishes.
Once again, thank you for doing this. The more you guys make the way with tools like this, the better the development experience, and thus the better the games.
FYI for the group permissions question, I’ve asked the team that manages that and will reply with more info when I have some.
On the topic of clobbering changes, this is unfortunately a limit of the ecosystem at this time, it’s just not possible for Blender to be aware of Roblox-specific information, like the state of properties on mesh parts.
This is something we’re acutely aware of and are working towards, over the past year there has been a big focus on increasing interoperability between Roblox and the non-Roblox world, this plugin is the first step in this big effort. Hopefully you get a glimpse of what we are working on from RDC in September.
A long term fix for that lack of Roblox specific information would be much appreciated. I love this plugin but as it stands I can only realistically use it for the start of what I work on, elsewise I need to keep a mindful list of all the properties, attributes, tags I need to apply per asset, and either reapply them all or swap stuff out the old fashion way.
Yeah this is crucially needed for packages/plugins like this to be useful. I was so excited about this plugin because updating meshes had been a major slow point in development, but changing even a single property like anchored or color throwing everything out of sync makes it kind of unusable sadly.
I might try working on a hacky plugin that reads off a template package and updates linked models or something. Sadly meshID is STILL not plugin-security writeable for whatever godawful reason so developing said plugin becomes a bit more annoying.
Overall though this is still a major step towards an eventual fast workflow similar to importing meshes in other engines like Unreal.