@RobieTheCat i have a question, when the mesh deformation was announced an moderator asked me what i woud preffer nex shape keys or scaling bones, i responded scalling bones woud be nice to have first.
my question is are whe able to use shape key aready? if not will it be addeded in future?
On roblox, only some of the bones are appearing to be imported, where the rest of the bones such as the Body, Turret and Gun are not imported- but appear in the animation editor as parts, rather then bones.
These are all of the bones in blender, that SHOULD be imported along with the .FBX but isn’t.
Being able to import meshes at that scale however it doesn’t match with the “one game fits all” mentality Roblox has. With this, Roblox likes to make features/games compatible on all devices (and rightly so).
There’s literally no reason to have a mesh with that many polygons in-game, I recommend that you search a YT tutorial on “Retopology”. It pretty much allows you to massively reduce polygons of a mesh and yet keep the general form of it.
Another thing to search is “Normal Map Baking,” this allows you to bake the Normals of a high poly onto a low poly mesh to make it look like it has a lot of detail. However, this’ll only apply when PBR textures are fully released.
Most character meshes range from 3k - 20k triangles in video games, anything above 20k would really be pushing it. Even half of what you’re asking for is unheard of talk less of 100k triangles.
Roblox’s limit is 10k triangles because its meant to be accessible to a wide range of players however you can get around this by uploading different parts of your character as separate meshes, although I seriously recommend that you keep the character as no more than 15k triangles if you really must.
Its because the animation retains data including size and location of the bone. The only workaround i know is to scale down your mesh and rig in blender, so that it becomes compatible with roblox units.
@Dyzcroll There is not currently support for ‘shape key’ - assuming this is also known as ‘morph targets’ or ‘blend shapes’ - where mesh can interpolate between set poses.
It’s being discussed and may be in the longer term plans.
It was an oversight on my part that this was not mentioned in the release notes.
It would not have said the feature would have been enabled though. Only that certain bugs or issues had been fixed relating to skinned mesh.
The actual enabling of features mostly happens when flags are turned on - which happens after releases. So although a release may enable a feature to be turned on, it’s only actually turned on when the flag is set.
My apologies if this was unexpected.
If the feature remains stable - and is not turned off - I will make sure there is something in an upcoming release note.
a thing to note is that when I made that post, I was unaware that moving a bone instance deformed a mesh. So it is possible to make like a car crash simulator, or anything that has live deformation without any animation.
I guess having those kinds of deformers would be nice aswell.