Skinned MeshPart Studio Beta

@The_Aliens - my understand is that both of the limits are aimed at keeping triangle counts manageable.
If there was a 50k mesh limit, and an avatar had body parts each of 50k and accessories each of 50k, and there are many avatars on screen it would bring framerate down.
However, these limits are set mostly for avatar imports used across all places. If you have a specific use case where say your whole character is a single mesh, and this limit is preventing import then it should be possible to split the mesh pre-export - either manually or as part of the import process.

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This is really neat! I do have a question though, is there any way to get that exact skinned player model shown above? I wanna go into studio and dissect it.

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I’m super impressed with how easy it was to slap together a multi-part rigged armature and import it into Roblox. Almost no effort on my part to make it just work.

It’s a shame collisions aren’t affected. For complex character models with discrete sections that need collisions to match the appearance of the rig, do you think there’s an acceptable way to attach collision boxes?

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At long last. Perfect timing too; I took two Animation courses over the past year. Gonna see what I can whip up soon.

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I can’t wait to see how developers can create stuff with this awesome feature… Thx Roblox

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Oh yea, I’ve been waiting so long for this, ever since I heard that this was coming I started learning Blender, modeling, texturing and learning how to give my models bones, I’ve came so far with it, soon when this releases and I have all my models ready I can finally go build my game with those sweet deformable meshes.
Ever since I got into 3D modeling, love it as much as I love coding.

10/10 one of the best Roblox updates ever, Roblox is beginning to look more like Unity except easier to use.

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Wouldn’t it be possible to do mesh deformation with this?

I have been waiting for some type of mesh deformation for a game idea I have.

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@PeZsmistic , try naming your sphere and cyclinder meshes with the names of two of your joints.
This way the MeshParts will move and provide collisions, and the mesh should be deformed as before.

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Alright. My case in particular is we have a set of dinosaurs made via commission that were planned to debut as skinned meshes, and the lot of them have triangles between 10k and 20k. Although segmenting them pre-export could be done, this poses a problem with the creatures which we already had rigged, and furthermore, one of our animals in particular that was indeed split in two and exported (in the Avatar Evolution build before there was alpha support) ended up having two rigs - one in each mesh, and it was not workable in the animation editor. This problem prevented us from using the creature and we ultimately opted for the single-mesh alternative. For large-scale creatures such as dinosaurs, dragons, etc, I think a 10k tri limit is going to be hard to work around without a loss in detail.

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This will definitely push Roblox in a better direction! We will soon be able to make games that actually look like “real world” games.

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When I name the sphere to correspond with its bone, it doesn’t seem to connect to the last bone in the chain and doesn’t follow the mesh when it is deformed. I’ve renamed both the sphere’s object and the geometry in the tree to match the bone just in case.

Further, but not pictured, if I name the cylinder to “bottom” to match one of its bones, the “bottom” bone stops existing and I only get out the “top” bone on the cylinder and motor6Ds for the cylinder and sphere.

What am I doing wrong here?

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Awesome update looking forward to the creations made with this new feature.

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Will avatars in the near future (or future in general) be automatically / have the option to be “stitched” such that traditional R15 / R6 avatars have their joints fused together and be deformable through mesh deformation?

I remember speaking to David Baszucki about this at RDC '19, and he stated that was one of the goals. Is this still on the table?

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You may not think this is a cool feature but MANY people have been asking for vertex deformation for a long time, I’m absolutely estatic that we’re finally getting this tech and so are many others. Vertex deformation coupled with the new realistic lighting? Count me in.

Who dictates what is unnecessary? I don’t think it’s unnecessary at all, in fact I think it’s amazing that Roblox is finally starting to catch up as a platform.

Many people begged for vertex deformation, please don’t let nostalgia cloud the sheer “awesomeness” of these new features and updates.

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@PeZsmistic - this is what you want. When the MeshParts have the same name as the joints, the Bones are not created on Import, and the MeshPart will now be controlling where the joint is - provided they are linked.
When you move the ‘head’ part around, does the sphere move?

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@Noble_Draconian yes, traditional R15/R6 avatars will have their joints fused together provided the meshes are authored with skinning weights. This just means changing the meshIds to ones that have skinning weights.
So yes, this will be possible, but it does not mean that your existing avatar will automatically do this. It would need the catalog assets updating, or the user to switch to identical looking, but skinned versions of their parts.

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Ah, gotcha.

Will catalog assets be updated in the future to use mesh skinning?

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The head part is the sphere, sorry. This is the behavior from the following tree in blender. What would be the correct way to do this?

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Also I understand the relationship with meshpart name to bone joint now, thanks!

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@Noble_Draconian My understanding is that new assets will be made available that have skinning - and some of these will look just like existing ones, except skinned.

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Ah I see, so packages (like the one I’m using, the crimson claw package) will be cloned and updated with skinning data?

Are there any packages that will not be cloned, or is the eventual goal to get all of them cloned + updated?

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