Skinned MeshParts are live!

just use blender’s decimate modifier to lower the count of vertices or triangles or whatever it did :stuck_out_tongue:

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@Wunder_Wulfe This is a great list. Thanks for taking the time to put it together.
A couple of comments on individual items:

  • Allow the user to import animations from an FBX file that contains a mesh (i.e. when importing new character animations)

This should already work. You can import the mesh and animation from the same .fbx file. Verified for Custom skinned mesh at least.

  • Some sort of stable spring bone joint constraint to enable physically simulated “Jiggle Bones”

You can use any of the existing Roblox physics connections between MeshParts with Bones under them.

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@RobieTheCat so how would i go about making this actually work as a character? i have made the character its rigged in blender but when i name it StarterChracter and test the movements broken it can barely move it cant jump and im wondering is there something i have too do to make it work and can these hold tools and do everything the roblox avatar can?

@lootlamabud As long as the StarterCharacter Model has the R15 Humanoid structure, and there are either 15 MeshParts with the correct names, or 15 Bones with the correct names, it should work.

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I mean more so like you could do something such as add a “BoneConstraint” or something and attach it to one bone and it will be configurable with limit settings, damping and stiffness settings, and maybe should react to other objects physically. This would let you create anything from ragdolls to something like a dynamic animal tail

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Is there going to be any updated or new documentation for this yet? I know how to use Blender pretty well, but it’d be nice if all steps were visually laid out so that we can be sure that we did things correctly, as well as pinpoint any possible bugs.

Readying documentation before releasing a feature should really be the norm so we don’t have to sift through a couple hundred replies on the announcement thread to find solutions or extra considerations.

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All that is currently possible. Just put the Bone under a Part. The Part can then be connected to other Parts. You can think of this as the Bone being constrained to the Part. The Bone will allows be a fixed offset and orientation from the Part.

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Ayy is this using a humanoid? i want to make a game where you can play as creatures and i was wondering how you could play as the mesh deformed character.

So I plan on using Skinned Meshed characters for my game that I’m working on but I haven’t found a method of switching between the character models. What would be the best way/most efficient approach?

@RobieTheCat Hi Robie,
I am working on a project that uses Skinned MeshParts with 3 other developer friends. And we are running into an issue that we haven’t been able to resolve in over two weeks now. Hopefully you can help us.

Problem Summary:
One of my team mates experiences a very severe frame rate drop whenever we import some Skinned MeshParts. However, the other two developers and myself do not experience any frame rate drop whatsoever.

*Problem Details:
We have some Skinned MeshParts that contain 20 or more bones, such as the root model shown in the following image. https://gyazo.com/0a7251c4b99a5abc74cf0b93de083d18

Two of the devs in my team and myself have no problem moving around and doing stuff with such models, as shown in the following gif: https://gyazo.com/5471f671bdb134066c503d71c46eb304

However, one of the devs in my team has trouble moving inside the place when we import and have those models in there, as shown in the following gif:
https://gyazo.com/b9705af37175d1862005ac0578b4f645

When he moves the bones out of the MeshPart, or deletes them, his lag stops. As shown in the following gif: https://gyazo.com/bf551c9d7b90beda57c720dd9f13aa9b

Worth Noting that he does NOT lag when he clicks Play/Run. Only when the game is not running/playing.

He also does not lag with some other Skinned MeshParts that have fewer bones, such as the one in the following image which contains only 4 bones: https://gyazo.com/afb2be5540c5a995ea09da6191d76ab9

We’ve tried the following:

  1. We created two test models, both with many bones, but one had no vertices along its body. To test if the issue had something to do with bones not having vertices near them, or multiple bones fighting for the same vertices. Both models caused lag to my developer friend. (didn’t cause lag to me or the other 2 devs) – so we discarded the vertices as being the issue. https://gyazo.com/32e31a6f44bd859836c5c90cc28864f6

  2. He uninstalled and re-installed the Studio. No success.

  3. He uninstalled and re-installed the Studio, removing all his Plugins. No success.

  4. He turned off constraints viewer in the editor menu. No success.

  5. He disabled VSync in his GPU. No success.

  6. He imported the problematic models into an empty place with no other assets or plugins. No success.

  7. He erased his machine Cache. No success.

Also worth noting, his computer specs are not bad. In fact, he has better specs than one of the other devs in the team, who does not lag at all. The following are our PC specs, Team Mate 3 is the one experiencing the lag issue with the Skinned MeshParts:

Mine:
CPU: Intel i7-7700K 4.20GHz
RAM: 16 GB DDR4
GPU: GeForce GTX 1070

Team Mate 1:
CPU: AMD FX-6300 3.5GHz
RAM: 32 GB DDR3
GPU: GeForce GTX 1050 Ti

Team Mate 2:
CPU: AMD RYZEN 5 3600X
RAM: 16 GB DDR4
GPU: AMD FURY

Team Mate 3:
CPU: i7-4770 3.8 GHz
RAM: 12 GB DDR4
GPU: GTX 1060

We have spent a lot of time trying to solve our team mate’s lag with Skinned MeshParts, and we are running out of ideas. Any help would be appreciated.

Regards,

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i some times lose connection, when i look at the bones or the values that come with the rig when you import it.
and is not only in roblox studio, roblox studio take my whole internet and drain like 99% of it.
it dont stop until o close roblox studio.

when this happen i cant use internet unless i close studio.

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Is there a way to disable the bones visually so that I can animations better?

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Quick question.

If we create separate clothing items that are a single mesh with a single texture ID can we weld the mesh of the clothing onto the player model and the clothing that is attached will deform with the bones of the rig?

Very important question I need answered asap.

I’m not sure if you need to rig the separate mesh or if you can simply wield the separate mesh to the meshpart and it will follow wherever it is wielded on the meshpart?

To make my example more clear.

Say if I have four different shirts “like this maroon one” and I want to attach this single mesh to the character model, how do I go about attaching the shirt mesh to the character mesh without having to rig new bones to the clothing itself? Do I have to add bones to the shirt model and then script the shirt model to attach to the mesh it’s parented to?

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Apparently my question was already answered however I’m not even close to comprehending how it functions, I’m most likely going to have to hire someone to rig the characters and clothing for us.

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Basically, in case your question is similar to mine, the solution is to weightpaint everything including rigid parts if any (unless you’d prefer using attachments for these). Rigid parts get the full 100% weight to whichever bone it’d be applicable. (e.g shoulderpads could be the shoulder-bone)
Non-rigid parts should be weightpainted more carefully, but most of the time you can automatically weight the right bit of the mesh to the corresponding bones in Blender. If something doesn’t appear normal, just do a few edits in the weightpaint editor until you’re satisfied.

Then finally you can export the rigged mesh. Make sure to export the rig, mesh and the clothing altogether. Also remember to have the T-, A- or I-Pose, whichever you’re using, as ruling animation. Then import the other animation(s) you may have made for the character using the Animation Editor. I’d recommend exporting all the animations as separate .fbx files.

If done successfully-ish you’d get a result like this:

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Heh, this to me is like rocket science.

My animator said he’d possibly be able to figure it out since he already knows how to rig in blender in general, hopefully we can figure this out fairly quickly, thank you for the tips, I’ve made a DevForum post for hiring someone who is specifically talented in this area just in case we can’t figure it out in under a week.

This system will truly be amazing fort he game we’re working on so it’s a necessity at this point to get this down.

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Isn’t this what they used for the Lil Nas X event?

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How did you get the rotation right with your rig… mine does this
https://gyazo.com/50c323940970395abf0d149438b81208

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How did you get the rig, rotation correct with your mesh.
i’ve ran into this problem with my custom rig.
https://gyazo.com/50c323940970395abf0d149438b81208

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Are there any plans to allow constraints to be attached to bones? I am aware that using a script to just have a bunch of parts monitored to follow bones is an option, but that seems a bit… “hacky” and would physics even keep up?

A game my team and I are developing allows a character to equip different pieces of armor and weapons for different body part locations (think a different left pauldron and right pauldron, or two different boots on each foot).

We want to use mesh deformations for clothing that spans (bipes, in TES terms) multiple body parts however for our weaponry it seems that we’d be able to just make a WeldConstraint and have one part be a bone - but that isn’t the case (which would make things really nice if it was…)

Our character is one MeshPart and the sword is another.

image

Shown here, the animation does not take the sword with it because it is attached to the character mesh, but the bone is what is moving.

Regarding the armor, we want the player to be able to dynamically equip something that spans multiple bones like this

image

And is still deformed without having to export the model with that exact clothing mesh on it (given we want to make armor and clothing swaps dynamic).

For now, we’re settling with it just not deforming and having odd breaking in the clothing during animation.

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Dude thank you! Your amazing for figuring out how to use rigid parts with the mesh deformed character! and also the armor too!

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