Skinned MeshParts are live!

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.

Iā€™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 ā€œlike this maroon oneā€ 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 itā€™s parented to?

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Apparently my question was already answered however Iā€™m not even close to comprehending how it functions, Iā€™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 youā€™d prefer using attachments for these). Rigid parts get the full 100% weight to whichever bone itā€™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 doesnā€™t appear normal, just do a few edits in the weightpaint editor until youā€™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 youā€™re using, as ruling animation. Then import the other animation(s) you may have made for the character using the Animation Editor. Iā€™d recommend exporting all the animations as separate .fbx files.

If done successfully-ish youā€™d get a result like this:

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Heh, this to me is like rocket science.

My animator said heā€™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, Iā€™ve made a DevForum post for hiring someone who is specifically talented in this area just in case we canā€™t figure it out in under a week.

This system will truly be amazing fort he game weā€™re working on so itā€™s a necessity at this point to get this down.

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Isnā€™t this what they used for the Lil Nas X event?

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

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How did you get the rig, rotation correct with your mesh.
iā€™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 bitā€¦ ā€œhackyā€ 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 weā€™d be able to just make a WeldConstraint and have one part be a bone - but that isnā€™t the case (which would make things really nice if it wasā€¦)

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, weā€™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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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 :stuck_out_tongue:

Or if u actually complete this

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how was it answered? could you send me a link?

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We didnā€™t accomplish it. Roblox does not support a method for us to actually utilize mesh deformations effectively with bone attachments yet.

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I recently made a visualization tool that real-time renders bones over any rig being supplied only the root bone, is this something yā€™all would be interested in me making a plugin out of? It wasnā€™t super difficult so Iā€™m guessing many of you have made your own versions, but if not then maybe itā€™s plugin worthy.

Hereā€™s it in action:

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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 wouldnā€™t change the rig size and actually be scaled up automatically when the skinned meshes gets an update in their size.

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lol nice Kazuma outfit right there

Going into the topic the way to deform multiple mesh at the same time has been discussed before

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People keep linking this, but donā€™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.

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how would i go about making a hose? and having it work w constraints? ive tried eveything and nothing works lol okkkk

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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.

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