Hello - @HammerWorks and @Xepois would one of you mind creating a bug report for this issue? If you are not able to create a bug report can you post to this message box Bug support - DevForum | Roblox and we will take it from there and investigate further.
I am having trouble scaling bones, along with the mesh.
I saw a post on the beta page with code to do this…
However it only seems to work for a ‘universal’ scale, not scaling on different axis.
The scale in Studio seems to do this correctly, but I can not seem to get it to work in code.
Is there any Roblox Staff that can give some help or insight into this?
Here is where I posted my issue…
I will repost my request here, as this is a skinned mesh issue as well. Can we get the rig setup for the skinned mesh facial animations? The R15 rigs are available to view.
I know everything is in its infancy, but I would like to see if I can build in compatibility.
What would you define as the skinned R15? They released the S15 Lola, in the original post, which is straightforward enough. Then they hinted at the S1 model (R15 compatible single mesh) being incompatible with the animation editor.
The latter part is untrue. I’ve cracked the S1 model in blender. It’s really weird, so I understand why they didn’t have an immediate solution. I have it on my to-do list to write up a tutorial on it.
Basically, you need to use a program like blender. You need a mesh and an armature, then you need to weight the vertexes of your mesh to that armature. Then you export it to FBX, import it into Roblox and you are ready to go! Skinned mesh!
It is unfortunately way too complicated to teach. Searching for “skinned mesh blender” in YouTube will give you a whole slew of tutorials. But the simple explanation is that every vertex in your mesh must be assigned to a bone in your rig.
Can we please have IK Bone Support for Roblox? It’s currently way too complicated to to have an IK Solver Script which cannot be used with Blender Animations in Roblox. When you try to import a rig with IK Bones in Roblox, it removes their IK properties and treats them as normal bones. This needs to change for things like footplanting to be done with ease. Please implement IK Bone system. Thanks.
I am trying to create an NPC for a boss fight in my game. It is all created and rigged in Blender. I can import it as “custom” in the avatar importer and it is fully animatable. My scripter doesn’t know what to do with it to set it up to behave as an NPC. This image shows what the hierarchy contains after importing it. If anyone knows what steps need to be taken next to get it functioning, please let me know.
What features are you missing? There’s “animating it” and there’s "giving it all the features of a Humanoid.
To animate it, you need to see the animation in Animation Editor, save it to Roblox on the account that owns the game, loadAnimation onto the AnimationController and Play.
To make it a humanoid, you need to add a Humanoid and Animator in place of the AnimationController. Add a HumanoidRootPart and throw the rig in there. Then you animate it with the Animator instead and see what’s missing.