Hello, everybody! I’ve recently started working on a Bézier curves road system that creates smooth curves in roads using Bézier curves! So far it’s been going absolutely fantastic but I’ve ran into a bit of a problem!
The problem I’m having is that the skinned meshes I’m using for the road segments aren’t lining up properly! I’ve checked multiple times and the bone at the end of one segment will always be in the same position as the the first bone in the next segment which should create a seamless gap. This is what I want to happen. However, the mesh does not seem to want to stretch the whole way, giving gaps as you can see below.
1 - If your road should have proper collisions - don’t use skinned meshes, beacause it changes mesh only visually.
2 - try manipulate with mesh’s weights. 0 - not affecting verticle, 1 - fully affecting verticle.
At the moment, I’m not very bothered with collisions. It’s mostly aesthetic for now. Thanks! I’ll take a look at that. Is that something done in studio or in Blender?
What is the script you are using to set the end point?
Maybe print the start point and end point if there are calculations involved to make sure it is the same spot.
Yes, thank you, I have already done that and they are in the correct points. I think it’s something to do with the way the mesh is stretching which COZIDATEL is helping me with
My armature is only 3 bones, but that’s not the important part. The edge is weighted 100% to only the respective edge bone (the rest auto-weighted). This will keep it a uniform width and position when you move it around.
I then aligned the bones of 2 separate parts and then pivoted those bones on the z axis (Y axis in roblox).
There will be some fun math in Roblox to do that automatically, but you’ve already done more than I thought possible!
Ohhh, that’s really interesting! The way I was doing it before is one long chain of bones going throughout the road segment but I guess having the bones separately works differently! Thanks for the help! I’ll take a look into this