Skinned MeshPart Studio Beta

It appears when you try to use meshes uploaded with skinned meshes beta in ViewportFrames, those meshes don’t render (was using Avatar Importer in my scenario.) Older meshes are still rendered.

Is there any ETA when this will be supported? I’d like to use mesh deformation to animate UI interactions.

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I tried this but I get an error in blender.

image

https://gyazo.com/d4ffa306d932976782539f45a39b02fa

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The HumanoidRootPart nevers moves up and down, exept when changing the floor hight, so to fix that you need to change the Humanoid > Hiphight, as you please

more correctlly, the humanoidrootpart position stands at the position on top of the floor + the hiphight, that making the incorrect hiphight make the spider fly in mid air

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The error says what you did wrong: you forgot to change ACTION_NAME to the name of your action. You have to replace that with the name of your action seen in the Action Editor.

I figured out the solution to my problem I posted above. I just had to add a master root bone to the spider mesh, and then it started working exactly as I wanted it to. Here’s my spider enemy (the first 30 seconds or so): https://youtu.be/hSXlGzRLNjg
I think this new feature is going to change Roblox as a whole. I would never have imagined how cool it would be to have an enemy that looks this good in Roblox.
@RobieTheCat Thank you for the work you’re doing on this beta. It’s absolutely amazing!

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I made a post here regarding the issue of parts and custom rigs. It would be even more game-changing if we could weld parts to bones, so that custom rigs can be more easily implemented.

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you can weld part to bones, but it is another name
the bones dont update in workspace but they update in tranform mesh bone.idk how to explain it, but is in api.

https://roblox.github.io/avatar-evolution/api/class/Bone
https://roblox.github.io/avatar-evolution/api/class/CharacterHelper
https://roblox.github.io/avatar-evolution/api/class/LevitationConstraint
https://roblox.github.io/avatar-evolution/api/class/LinearVelocity

Bone ← important

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I don’t understand what you’re trying to say. Maybe send a picture of your explorer or how your rig is set up? That would help a lot if you managed to weld parts to the bones on your rig.

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custom rig you can make the rig in any wayt you want.
but for welding parts to a bone you need to use the tranform option.
my scriper did it so i dont know exactly what is it but i remember that the name was transform.
by the way i took 3 days to understand how to make it work and import animations without any animation problem.


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oh god

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Found a bug. I’m not able to post in Platform Feedback, so I’ll post here:

If you import a custom rig and place a part inside the rig, and then use a Motor6D that connects the imported/skinned MeshPart to the normal part (Part0: CameraRoot, Part1: ViewModel, in my case), then modification of the motor’s C0 or C1 properties results in the changing of the position and/or orientation of the Part0 and not the Part1.

Example:

In this instance, I was doing this so that I could create a ViewModel rig with a primary part (CameraRoot) that would be used as a reference point for the camera. Ideally, this would allow me to create and store animations for the ViewModel MeshPart, as well as position it at the camera; however, for me to be able to store animations for the ViewModel, I would need to have it welded to the CameraRoot part.

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Can you guys have a page that explains what these errors actually mean? It’s very frustrating when something doesn’t work and the tool doesn’t give a good explanation on why

I’m trying to import a character and it’s erroring on every joint that doesn’t have “_Att” at the end, why is that happening? When I set the name of the joint to “RightToeRoll_Att” it will go on to error at the next joint that doesn’t have “_Att” at the end

image

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@tyridge77 That looks amazing! And it’s just one of the many possibilities that this new feature opens up. Man am I excited to see all the ways people can apply mesh deformation in Roblox.

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@RobieTheCat my roblox place is now corrupted. i tryed to change the parent of a bone to a part called “HumanoidRootPart” cause it was generating the character without humanoid rootpart.
my first character was created in same way and i used the same bones from my first character.
but for some reason the second character dont come likethe first one with humanoid root part and bones inside, so i tryed to move and it crash my studio and now my place is corrupted.

i cant open the place, it aways dispaly “An unespected error ocurred”
i aready changed and tryed to restore version but still crash even placing like the 1st version from history.

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Really cool feature, I can´t wait to test it out!

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you could try extracting your models using Remodel GitHub - rojo-rbx/remodel: Scriptable Roblox multitool: Manipulate instances, model files, places, and assets on Roblox.com
you could write a script that loads the place and saves the parts you need as .rbxmx files, assuming the place file is not so corrupted it cannot be read.
I guess you need to have happened to saved your place in .rbxlx though.

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How do you add Part accessories to SkinnedMesh rigs? For example, adding a Hat to a SkinnedMesh avatar’s head, or a weapon to a SkinnedMesh avatar’s hand.

For clarification, I want to do this at runtime, not beforehand in Blender. You know, like how Roblox characters currently accept drag and drop Accessories.

I’ve yet to find a way to weld two Attachments together, which is all I think I would need to do to accomplish this.

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Accessories work just like for non SkinnedMesh: using Attachments under the Parts.
I assume you mean for a R15 rig of 15 parts?

For a single mesh with Bones, there is currently no way to attach accessories as the Bones don’t move as far as the physics is concerned. Bones deforming mesh is a purely visual effect.

FYI, Attachments can be welded together by parenting one to the other. However, again the Bones (which are/inherit from Attachments) don’t move in the physics world.

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For a single mesh with Bones, there is currently no way to attach accessories as the Bones don’t move as far as the physics is concerned. Bones deforming mesh is a purely visual effect.

Yikes. So 1-part SkinnedMesh avatars using bones for limbs can’t innately support hats/weapons/accessories? I can see myself moving an anchored hat part to the head bone’s WorldCFrame every RenderStep, but it would be nice to have a less manual way of doing that. (Hopefully at least this workaround I just described is possible)

An easy way to make a massless, non-cancollide, anchored part follow a bone without scripting would be a lifesaver.

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