Skinned MeshParts are live!

finally i can do this in roblox studio :open_mouth: :grinning:

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I’m having this issue with importing animations,

This is the animation in blender:
ezgif.com-gif-maker (1)

This is what I get in game:

what?

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if we can have move animation with hair, eyes and mouth??

i find tweet: https://twitter.com/Lovespunn/status/1319740817045671939

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Is there any examples for classic proportion R15 characters?

I tried to upload something but the parts are stretched out for some reason.
In this image, you can see the bone deformation arm seems longer than old R15 one.

image

I’m just uploading the arm / leg meshes. That’s all I need.

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This is awesome! Just one question: will this become a player animation preset like R15 did? Or will it stay in studio as S15 and S1?

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in blender select the object and bone in your scene and press ctrl+A and select all transforms to delta. that will set the current bone and any objects to be 1,1,1 size.
it will define the current scale and position as default.
image

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Oh neat, that was actually a really simple way to fix it, thanks!
Not sure why .obj doesn’t need to have its scale corrected while .fbx does though

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Horror games have now been buffed. Great feature!

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For the S1 type rigs, is there any plan of maybe making some sort of “bounding box” or “collider” sort of thing to connect to bones for raycasts and touched events to use?

So for instance, you could attach one of these “colliders” to a bone, scale it to fit the dimensions you desire, and have it constantly follow the bone which can then be picked up by raycasts.

Would be very useful for games that want to use S1 type rigs for characters but need to distinguish between which body part was hit by a projectile or something along those lines.

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If you didn’t want the individual mesh to mesh deform but only want joints to join, would it be possible to only utilise motor6Ds for a custom rig?

Edit for explicitness:
I am working with a custom rig that has more than the traditional r15 parts, I am wondering whether it was possible to utilise skinned meshes without having to use bones. I don’t need an individual part to deform (like your example’s mouth), would it possible to only just assign the motor6Ds between the joints and trust that these parts will join? In a run-time example, that when my rig is being animated, I won’t have any issues with there being gaps.

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Hello, RobieTheCat.

I was trying to get the ImportCustomAnim plugin, but it is not currently for sale.

How can I use this plugin? Do I need to wait until the full updates are done? If yes, can you tell me when this plugin will be available?

Thank you.

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Hey guys anyone know how to fix this kind of issue? No matter what I seem to do, the animation won’t scale properly with the mesh. When I import the mesh and animation I get this:
correctanimation
However, when I scale the mesh and/or animation down (either in blender or studio), I keep getting this wonky issue where the mesh flies up and down, and deforms incorrectly at some points.


Assumably this is due to position data and things not scaling, but I’m not sure. Does anyone know how to fix this? Thank you!

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Try to apply transform to deltas after scaling your rig to the size you need in Blender, I literally just found out how to scale rigs in blender from a few replies up and I wish I knew this ages ago, could have saved myself from doing some re-animating x.x

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I’m also having an issue with the rig floating above the root part like that. It looks like the root part is always the same size, in the same position (usually 0, 0, 0, relative to the 3D modelling software) and the same rotation. I’m trying to find workarounds on how to operate around this behavior but it’s really difficult not having the freedom of rotating, positioning and scaling the root part if at all necessary since trying to do so will break the entire rig.

So far the best solution I could come up with is to move your rig so that the center mass of your mesh is at the world’s origin, rotate your mesh so that it faces the negative Y direction if you’re using blender (this is to make sure the root part is facing forward relative to the direction your mesh is looking at), and when you’re done importing you can change the size of the root part under properties without actually messing up all the Motor6D’s data if you even need to change the size at all, hope this helps!

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Unfortunately this doesn’t seem to solve the issue :pensive:

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The reason the texture is low resolution is because the model in clone’s game is taken from a game called Half-Life, which was released in 1998.

edit: just noticed that someone else pointed this out, replies are harder to view on mobile my fault

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Ah, that’s unfortunate.

I haven’t tested this method myself yet so I don’t exactly know if it works, looks like it doesn’t in your case. The next best thing I can give you without extensively testing this method myself is to simply try and scale your rig down when exporting it into an FBX file. generally the size you want to export it at is 0.01 which perfectly scales it down to match the size in Roblox (essentially 1 unit in Blender is equivalent to 100 studs in Roblox), you might want to play with this scaling option a bit since your rig might not be the size you want even in Blender. You can check to see how big your rig is relative to your character by just importing your Roblox avatar, or custom character if you have one into Blender and you’ll have an accurate representation of how big your rig will be when you do import it at that 0.01 scale.

If all else fails, or the scaling is too hard to get accurate, the last thing I can give you is this plugin that allows you to resize your animation. This plugin is mainly used to easily have much larger and/or smaller rigs of the same model while still being able to use the same animation data to work after the size has been significantly altered (this mainly fixes translation issues in animation where the position is being changed and not just the rotation). It’s also generally good to have in case you already have animated a rig but the scale of that rig is not the size you needed it to be.

Make sure to have your animation saved as a KeyframeSequence.

  1. Duplicate your rig, put it aside and scale it down to the size you need it (make sure to have a PrimaryPart set as the plugin uses this to determine the size difference between the two)
  2. Open the plugin, select your original model (in your case, big rig), and set it as the original in the plugin, select the small rig and set that as the new rig.
  3. Select the KeyframeSequence you want to scale down and hit apply, this will scale down the animation to match the new rig.

Hopefully this helps!

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That plugin worked BEAUTIFULLY! Thank you very much!!

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Hey guys, seems like the animation editor isnt particularly ready for mix ups of skinned meshparts and regular Motor6D’s

4fca800f4c4bcfab73d7296da79b4281

The torso now defies gravity at will. What do I do?

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This looks like a really great concept, I can’t wait to see all the interesting things developers can do with this!

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