Much agreed. So far, I have found tutorials for deforming a single meshpart, and easily pulled it off myself after watching one. However, I have yet to find a tutorial for deforming multiple meshparts together, such as connecting a skinned upper arm and skinned lower arm to form an elbow. My own attempts to skin two simple shapes together have ended in failure so far.
When it comes to rig tutorials, they all seem to work with one mesh containing many bones instead of multiple meshes containing few bones each. It would be nice to see a step-by-step tutorial for connecting one skinned cube to another skinned cube (as two separate mesh parts) and showing them bend while being seamlessly connected. If I figure this out on my own, I will make a tutorial on it myself, as it needs more explanation than what the announcement provides.
I was working on a game using rigged characters and I was going to support custom animations but I couldn’t figure out how to do it, every attempt something was wrong whether it be something not moving right or my arms acting like my legs.
I hope they release something about how to make our rigs support updates that their releasing such as cage deformation which I still have barely got it working cause they only show how to do it on a single cube instead of what I would actually use it for.
Is there an estimate for this release? We’re waiting for this kind of behavior before swapping technology in our game, as we cannot use attachments with skinned meshes currently.
Skinned mesh welded on top of a skinned mesh! Will Roblox be able to handle it? The combined horse and avatar is 54k triangles, outside the limit of studio. The plan is to load them as separate characters, clone the avatar and glue them on top.
Unfortunately, this effort is not going well. I was worried. I debugged as best as possible, and the model imports. However, I am running into a gauntlets of problems
I have:
Joined 2 rigs in blender, to create a combined rig. (Note there are 99 vertex groups/bones)
eliminated enough meshes to get under 50k triangles. It imports, so its not an issue of size.
You would think this is a Custom Rig, but the custom rig gets to the S15 portion (the rider) and gives up. Imported under R15, I get a Custom Rig warning, but the full rig loads anyway.
Now I’m running into classic deformation errors, animation loading issues.
OK, solved. This deformation and displacement was human error. Apparently, I was taking precautions, accepting all scale and rotation settings in blender while auto-keyframing and while the animation was playing. I added so many random transformations… after manually deleting hundreds of scale animations, everything started to work again.
It does look like R15 is the superior import method. Even after the above fix, custom rig was still malfunctioning. Now its time to add back in all the missing mesh and start coding!
Mainly for physics. I have big creatures in my game, I’d like for the players to be able to interact with it and climb its slopes and such. Even then, it’d be nice to not have to work around the huge box as attaching a part to the bone is just a workaround…
It seems the fix affecting the flickering bugs is still being tinkered with. I’ve gone from completely fixed, to mostly fixed, and this afternoon I’m back to where we were at before this fix.
Should we be reporting new flickering, or just ride it out?
We’re aware of this. Unfortunately, the fix sometimes causes other problems, but we’re working hard to get it working in all experiences. This is one of our top priorities, thanks for your patience!
There is a way to make a squash animation without resizing using location, but I agree with the “patience” philosophy. You will get a better result if you move this to the back of your queue.
@Sir_Bedevere I think I have stumbled across a new(?) bug in Roblox’s skinned mesh engine. Take the first video below. The skinned mesh is correctly doing the backflip in the Animation Editor, because the bone doing the flips is the parent. Everything correctly follows the parent.
However… when the game is running (both studio and published), the “flip” bone might as well not exist. See second video. The only animation running for the rat is the same flip attack. I understand why this might be happening. There are no vertices with this bone assigned to it. I simply point back to the animation editor that seems to have a better idea what is going on!
There might be a temporary workaround, to assign the root to all vertices equally, but it makes the whole animation droopy. Not having any luck yet.
@Sir_Bedevere Do you know If Roblox plans to improve the collision for skin meshes any time soon?
Also, I’ve been looking around to see if It was possible to connect motor6Ds and Bones in a single rig but have not found anything, Is this something doable?