If i have a rig that i made in roblox (and i animated it), Does the old animations work, or i need to redo all the animations?
Old animations will work.
The bones can be edited in the studio, or i need blender to edit them?
You can move the Bones in Studio, but that will also move the mesh. If you want to move the Bones without moving the mesh you’d need to go back into the authoring package, detract the skin, move the bone, re-attach the skin and re-export. I am not sure if Blender has a way to move the bone without detaching/re-binding the skin.
Can Motor6D be converted to bones when exporting a model as Wavefont object (OBJ File)
No, .obj files only contain mesh. They do not hold bones.
When is this coming out? I have already made several creatures using this in studio beta and a new game i’m making is going to heavily utilize this feature.
There is actually a bug with this beta, When I try to import a custom rig with say 17k triangles which according to the original post is allowed just like in the original avatar evolution beta build, It claims “ERR! WRONG!, 10K LIMIT BOI” and I’m super confused.
As per the posting, “Note: the triangle limits for this Beta are increased from a rig limit of 10k to 50k and an individual mesh limit of 5k to 10k.”
The individual mesh limit is 10k for the Studio Beta.
I also found a way to scale animations with a few clicks of a button which has come in handy, I made a video tutorial for everyone on this post to see:
Does anyone have any examples of playable skinned meshes yet? Like, how does one make a skinned and animated mesh into a playable character? Same way as normal r15?
This is true. If you already animated a rig at a specific size, making any changes to the scale/positioning of the mesh will not scale the animation itself. You could scale the armature in object mode and that would technically be scaling the animation. But the problem is that the mesh compensates in size by matching its own scale with the armatures scale without the meshes scale property actually getting bigger, so applying the armature scale will simply return the mesh back to its original size, resulting in strange mesh behavior since it will still use the individual bones new position.
Also, you might have missed a core feature in the plugin. You can set the original rig that was used when animating, and set the new rig that you want the size to be in, and the plugin automatically calculates the exact number you need to multiply the animation by. This will work as long as you have a primary part set in a model and the primary part is the same for both original and new.
This is especially useful when creating rigs that use drastically different sizes but uses the same animations. I’m glad you found the plugin to be useful
I tested using 0.05 scale on a large animation on a scaled down rig fits well for a normal npc size.
However that feature could come in handy for more complex animations and rigs.
Just to clarify…
The mesh limit is 10k tris with this beta. No MeshPart can have more than 10k tris.
The rig limit refers to the sum of all the tris in the parts for 1 import.
Is there gonna be a future update where do you increase it from 10k to something like maybe 50k like what you guys did in the avatar evolution studio build?
So far we’ve had no major problems! Here’s a procedural character generator we created using skinned meshparts. It swaps out assets and instantly applies the transformation like a dream. Excited to see this feature go live!