How did you get the rig, rotation correct with your mesh.
i’ve ran into this problem with my custom rig.
How did you get the rig, rotation correct with your mesh.
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.
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
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.
Dude thank you! Your amazing for figuring out how to use rigid parts with the mesh deformed character! and also the armor too!
How did you do this? Did you just have to weight paint on 3D model program and just add it into the character or what? please telll meeeee
Or if u actually complete this
how was it answered? could you send me a link?
We didn’t accomplish it. Roblox does not support a method for us to actually utilize mesh deformations effectively with bone attachments yet.
I recently made a visualization tool that real-time renders bones over any rig being supplied only the root bone, is this something y’all would be interested in me making a plugin out of? It wasn’t super difficult so I’m guessing many of you have made your own versions, but if not then maybe it’s plugin worthy.
Here’s it in action:
Is there going to be support for animation layers? Running multiple animations at once.
How about dynamic changes in the sizes of the skinned meshes? If I resize a rig in real-time while keeping motor6Ds and updating their size and positions.
Lastly, it would be nice if animations wouldn’t change the rig size and actually be scaled up automatically when the skinned meshes gets an update in their size.
lol nice Kazuma outfit right there
Going into the topic the way to deform multiple mesh at the same time has been discussed before
People keep linking this, but don’t seem to be reading the post? This is not the same as what we are discussing above and is not a solution to dynamic mesh deformation.
how would i go about making a hose? and having it work w constraints? ive tried eveything and nothing works lol okkkk
iVE TRIED EVERYTHING to make a hose. Nothing works, a tutorial or explanation would be very helpful. Sorry lol im frustrated because i spent 3 hours on this.
Yeah no im so fustrated. Theres NO way to get phsycis to work. You need to weld everything, and that essentially just bricks it all. A special constraint that does not weld, only serves as a conenction instead of motors or welds, would be VERY HIGHLY appreciated. Sorry.
I said something like this some days ago, but I’d love to implement this into my game, except that there’s no clear guide or documentation on it.
You say that this amazing new feature is ready but where’s the developer hub page? We should have the steps laid out for us to follow in a clear, concise manner instead of throwing words around like “skinning data” and requiring us to scour an announcement thread with 200+ replies where you all answer specific questions one at a time, or have to manually look up an online document that may or may not be up to date.
Put something, anything, pointing us in the right direction that is intuitive to look towards. I know that announcements and documentation should mainly focus on the Roblox side of things, but there really needs to be at least a brief explanation or depiction of what to do within the authoring software beyond “make sure you did/set [X]”. The original post lists a lot of what we can do but not how to do it.
I agree with this so much. I want to use the feature but there’s no documentation whatsoever. I cant use it at all and everything that’s said to work does not. There’s no way to post/ tell staff about the bugs, and all the major bugs are being ignored. Disappointing.
I was having the same issue that your first question regards and the best solution I can come up with is to attach and animate an invisible part on the character that you’ll then attach the weapon to. It’s a bit monotonous as you’ll have to animate two different objects (an invisible part and a bone), but, it’s better than updating a million CFrames on heartbeat, right?
As long as you assign the weight painting to the vertex of the mesh of clothing, weapons etc to bone of the character rig, i heard it will be deformed when welded together under same model even if the clothing and stuff is exported separately.
Okay, so I skinned this hair meshpart using the same bone structure as the human, then parented the hair to the character model, and it seems to be working. Could use the same premise for weapons. Still trying to figure out how this works.
Whatever happened to the mesh deformers? I thought they were really neat but I can’t find them anywhere.