Is the HumanoidRootPart anchored?
Nope, its unanchored. Believe me, I checked over and over lol
Haha one time I was confused because a custom character I had made wasnāt moving and after around half an hour I figured out that the humanoidRootPart was anchored . If it is unanchored then Iām not sure how to fix it sorry.
it seens to have a problem when exporting the animation.
i use blender, i imported my model with my rig everything is normal.
but when i load the animation that i also made in blender the character get 50% inside the ground and also get a little fat as if it scaled every bone in 2x.
i woud record it but i override the animation with one made using roblox animation plugin.
but as soon i finish the full rig and import it, if the same problem happen again i will record it.
Have you tried this?
When I imported my custom avatar everything gets skinned except for the head and I got no errors of missing textures, any ideas?
Do we need to have the same rig structure to be able to make the rig work as a StarterCharacter? Or would it still work with custom rigging but I need to make all the movement, jump, etc. animations myself?
Will the Humanoid work for a rig like this?
If not, is there a new instance that will?
The future of this platform just keeps looking brighter and brighter! Now is a better time than ever to work on your development careers.
It appears when you try to use meshes uploaded with skinned meshes beta in ViewportFrames, those meshes donāt render (was using Avatar Importer in my scenario.) Older meshes are still rendered.
Is there any ETA when this will be supported? Iād like to use mesh deformation to animate UI interactions.
I tried this but I get an error in blender.
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
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. Hereās 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 youāre doing on this beta. Itās absolutely amazing!
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.
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 ā important
I donāt understand what youāre 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.
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.
Found a bug. Iām not able to post in Platform Feedback, so Iāll 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 motorās 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.