Skinned MeshPart Studio Beta

This is a pretty good feature! Great for developers to add their own character models and animations.

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Can someone explain to me what skinned meshes are? I mean its obviously a different topic than the new mesh features like animating or deforming or pbr. The description doesn’t give enough for me to understand. :confused:

Thx! :slight_smile:

This should be banned footage. Its an abomination. Clearly the next apocalyptic wave of 2020

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I second this. I was stumped for a while how I would include non-humanoid (in the literary sense) monsters in my game. Then this came out and it cleared up that issue. I’m just waiting excitedly for it to be released. But I worry that it will take a while to hit studio beta, much less become an in-game feature. If either of these things take too long, it will definitely hurt my development cycle and ability to release my game.

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there is also a thing called animation controler that allow you to load animations in a rig without humanoid, but you woud need to make the hp of monsters with no humanoid and the physics.

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I meant non-humanoid in the literary sense, meaning like a humanoid creature: it doesn’t look vaguely like a person.

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i’ve made a place with skinned mesh showcasing it and also my animation reel.

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Wow, that’s a cool portfolio. But in the animation section, I can’t see anything past #15. When I click on it to see the full size version nothing shows up.

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i takes a while to load, this website is not that good, reload the page try to see if works.
also there is no option to see full size.
the website is aready showing the full size

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yup they’re the same as blendshapes

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Couple more questions about this feature:

  1. Will Blender animations utilizing IK be compatible w/ mesh deformation?
  2. Will it be possible to animate skinned meshes in animation editor by clicking on the bones themselves rather than clicking on their names?
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you dont need to worry abbout that, when exporting a animation you can bake actions.
it converts your animation filling up all the frames in the animation.
them you can delete the ik bones and constraints for exporting.

your animation will still work as intended in roblox.

and yes you will be able to animate using roblox animation plugin, i’ve did it in the beta state of mesh deformation version of roblox studio.

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It’s just mesh deformation. So you can bend and twist meshes. There usually used for animating so it looks more better.

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Oh. Okay. Then I already knew what it was. Was just confused cause I hadn’t heard it called that. but yeah. Animated meshes. With bone riggings. :+1: Got it! THANKS! :smiley:

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Basically you can deform meshes (animate) using armatures (skeletons). And you don’t have to split the mesh by each joint.

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got it :wink: :+1: thx :stuck_out_tongue:

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Now that we are getting skinned meshes (hopefully soon, really want to continue testing this), will there potentially be a scaling option for animations in the future? Currently we are limited to rotation and position.

Scaling is a very fundamental part of animating, one of the most use cases for scaling is the stretch and pull method used to create a much more intense sense of motion, which is impossible to achieve with just rotating and moving bones around.

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If scaling bones isn’t supported, please consider giving us Shape Key support. That feature would be pretty huge.

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The community is certantly not ready to handle this, i can’t imagine what people with do, the first thing is probably import games rigs, but on the other hand, i need it

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Well so far, IK blender animations have yet to work properly for me in Avatar Evolution. Even when we deleted the IK from bones, the problem persisted. Certain joints wouldn’t move properly or their rotation would be set 90 degrees up from where they should be. Hopefully they add IK bone support in the future because any animator will tell you it’s extremely difficult to work without it in an outside animation program >.>

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