Scripting Question about Skinned Mesh Procedural Animation

I have made and rigged a giant slime cube, and finished animating it using roblox animation plugin, and I thought about animating it using a script instead, I wondered if scripting the transform (position and rotation) of Bone object points (like-wise animating it using the roblox animator plugin) would be practical. Or is there another better way?

What I have made (not procedural, animated):

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There are already some “slime” blocks that are scripted that you can find in the toolbox in studio. They work by just altering the size of the part. For a simple square like this, I don’t see the need for bone animation for something like this unless you want greater control of the shape.

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That’s not really a valid answer for my question, I’m trying to work with a weighted skinned mesh here that I’m trying to deform, squash and stretch., not a part. Sorry.

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Okay. In that case, yes, it might be practical, but you would have to do it on each client. If you wanted a realistic simulation, you’d have to look into the physics of gelatin and surface tension and all that junk. There are also probably other ways that are meant to look “close enough” while being more performant albeit not realistic.

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