You can have the cape deform across multiple joints/parts as long as it has skin weights referencing those joint names, and the MeshPart for the cape is connected to Part(s) with either the matching joint names, or Parts with Bones under them of those names.
By connected - it can be a Weld or a Motor.
I am not sure if this necessarily counts as a bug, but the position of BillboardGuis connected to Bones depends on the WorldPosition rather than the TransformedWorldCFrame. My personal use case is to have the nametag appear directly above a custom characterâs head, where the adornee of the nametag is a Bone.
Additionally, it may be worth changing because the current behavior is easy to mimic (just create an Attachment at the same location as the Bone and use that instead) while having the BillboardGui follow the TransformedWorldCFrame is a lot harder to do.
Example:
Iâm having countless problems trying to work with this
For one, when uploading as âCustomâ, a âRootPartâ is created. This RootPart appears below the actual model. Even though, in Blender I have the Body mesh attached the armature. To me, whatever mesh has the bones should be the âRootPartâ. The current setup makes custom characters impossible, as if I made this Dog a custom character, theyâd float above the ground, even if the RootPart has CanCollide set to false
Second problem. Animating. Since I have 2 mesh parts, the second mesh part does not react with animation movement.
For example, here
I tilt the head down, but the eyes stay in place. Even though, the eyes are part of the armature in blender.
And thus, in Blender, when I move the bone, the eyes follow
I tried adding a WeldConstraint to the Eyes, but that didnât work. The importer seems to create Motor6Dâs for the 2 meshes, but they seemingly do nothing
I canât import it as 1 mesh either. Reason being is Robloxâs limit of 1024x1024 images. Means Iâd have to include the eye texture into the already filled UV map, thus causing the eyes to become incredibly blurry. Having them separate allows me to at least make the eyes look HD
Thirdly,
Does this mean if I made animations in Blender, that only one of them will transfer over? Since animating on Roblox is impossible to do here, how can I have multiple animations from blender port over to Roblox? And even if I could, would the eyes stay attached?
EDIT
Tried using the âRthroâ import option instead of Custom, and still got same result when animating
Please tell me there is a way to have multiple parts follow the mesh. I donât want to connect the 2 meshes into one, as that would require 1 texture, and once again, with the 1024x1024 cap on images, means eye textures become incredibly fuzzy
Thank you for the reply, sorry for going off a little, it was because I was attempting to make a hose for 3 days and basicaly went mad lol.
Anyways, in terms of features, It would be amazing if we could add a specific constraint to a single bone, and have that bone act like the constraint, joining 2 sections.
As well as that, It would be really really helpfull if the animations would support scaling, as right now it gets really confusing and hard to import animations.
In terms of bugs, whenever I import something trough the avatar importer, the avatar importer goes white, and reopening and closing does not fix it, what does is closing studio and restarting. This is really irritating and ive tried everything from uninstalling, but It doesnt seem to want to go away.
Sorry for seeming rude, thank you for replying.
Ive attempted to make a pipe using 14 different sections all skinned, however the ISSUE is they all have to be connected by a weld constraint, meaning they simply cannot move with constraints. It would be great if a special joint was created, specifically for this usecase, which would act like a weld, but contain no welding features.
Just made a plugin to help visualize the bones outside of the animator for rig editing!
Feel free to grab a copy here:
how did you make it work as a startercharacter?
Can anyone teach me how to make my skinned character become my startercharacter please?
go in the eye part, add a armature modifier and select the same rig as target, as longe you have made the weight paint for the eyes it will folow the bones aswell.
and what robie said is, or you rename your animation to 01name like 01idle
and if you have multiple animations when you hit export blender will only export the first animation ordened by name, 01 will be aways the first one.
but you need to make sure that the NLA have no animation in it.
Are we going to be able to see packages get turned into skinned mesh S15 rigs?
Alright if this was already answered I was too lazy to either see the text or I didnât notice it. So how do I make a skinned mesh part actually a starter character. I tried downloading Lola but it didnât let me for some reason. Help? When I attempt to use Lola she just appears as nothing but a ragdoll, even with a humanoid!
Hey man! Iâm glad you just posted this post. It made me try to understand your issue and mine! Basically you just have to import her as an RThro character :). Make sure to rename her StarterCharacter too if you want to make her your base character!
Alright Ill try it ( then base my own character on it) Question though, wouldnt making it rthro make it not a skinned mesh? only using motor 6Ds and not having a skin at all?
If not how would I understand how to make my own startercharacter with skin
edit: I tested it and noticed it was also skinned, stilll leaving my question for how to do this unanswered
I canât add modifiers to the eyes??
Iâm noob at blender, but I canât see the modifiers button for it?
I wonât lie to you. I have no clue on how to make my own though :(. I wish I didâŚ
add armature to the eyes part too.
Thank you! It worked!!
whe definetly need to be able to use scale in bones for squash and stretch.
and seens that bone have a problem, iâve made a cutscene where a space comes out from a portal and lands in the ground, but when the ship stop the ship keep moving slowly in an direction until the animation stops playing.
besides this problems there skinned meshes works very well.
i also found that whe cant use surface aparence in view port frame.
Squash and Stretch
When can we expect to see support for 3840 x 2160 images? I have some great models however the quality of them is being shot out of the sky due to the 1024 limit.