Yes, if you have it enabled (you’ll be able to toggle it during editing).
Here’s a wholesome teaser I made for the IK animation editor.
https://twitter.com/CloneTeee1019/status/1040075946022322181
Does it only support R15 at the moment?
From what I observed when I tested the feature, it generates some pre-defined constraints for the joints and interfaces with the IK solver @ContextLost made for the built-in dragger tools.
I’m hoping that these constraints can be setup for custom rigs later down the road if it isn’t supported yet.
Yeah - it’s just R15 for now. The next thing that will happen is that we will un-RobloxScript-ify the IK API (not sure if it’ll stay verbatim) which will allow anyone to take animation editor and change it however they want to support custom rigs.
We want to support custom rigs in the future but that requires a deeper integration of IK, possibly providing a new joint that can be driven via animations like Motor6D, but simultaneously allows simulation for IK and runtime (ragdoll, etc.).
Hmm, I don’t expect constraint properties to be added to Motor6D since it appears constraints are superseding joints. Perhaps an IkConstraint that is compatible with the animation system will exist in the future ?
It is likely going to be a new class.
Also, on the topic of the new lighting engine, will Glass be able to render decals & transparent parts as well as water?
I feel like that’s one of the main things keeping me from actually using glass for games.
Given that FIB is building upon the current rendering system, I don’t think it’s changing right now.
It might be possible later down the road, once real-time raytracing GPUs have a larger market for Roblox to invest into.
Do you really need a raycasting system for that though?
If I’m not mistaken, Insurgency does the very thing the glass material currently does - without clipping objects with an alpha map.
Roblox copies the framebuffer when it draws the glass effect, so it can only visualize what is currently drawn when it renders the glass effect. A lot of other games use this technique as well because the rendering time HAS to remain under 16ms to keep the framerate stable. Suffice it to say, it’s complicated.
Ah, alright.
It might help to share some more information on your rig and perhaps a link to the game.
Is FIB out or something?
Could you share the link to the place where this is happening?
I fixed it, for some reason the ambient value in lighting was being set to 4300000 halfway through the round which never affected the lighting before.
Looks like the future is bright when you use bright values.
That screenshot is pretty cool because it visualizes how SSAO shaders add dark edges to scenes.
I reproduced it in Crossroads to make this neat screenshot:
That would actually be a useful … bug? Feature? Not sure what to classify it as.
But you could use it to simulate a dreamscape of sorts.
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