Hey I was wondering what this meant in terms of rigging in blender. For instance, does this mean only 1 to 4 joint influences per vertex group? I am trying to figure out how I can place my bones in a way that gives me a lot of expression for my character, without breaking the animations when they get imported into studio.
A fix hasnāt been pushed yet right? Just checking as Iām still running into this. Iāve tried this work around as well and it doesnāt seem to work, when trying to run/use an animation the mesh is static it doesnāt even deform. Thanks for your communication and updates in this thread Iāve probably read all 420 posts lol <3
Is studio crashing for anybody else whenever you try importing a mesh deformed character using rthro/rthro narrow option? Usually I go with the custom option, but just testing things out.
iām having a problem that i never had before.
iām tyring to import a rig where the animations and the bones are imported fine.
but the mesh come with the size of 0,0,0 and also they are created really far away of the rootpart.
the gray square at center is the baseplate.
the mesh have a size of 1,1,1 and in the position of 0,0,0 in world.
aways worked, but now is not.
Hi! I was wondering about skinning a model with multiple mesh parts, we need to use specific joints to indicate that weād like two Meshes to skin together. (Ex: WeldConstraints, Hinges, Ball-Socket). However, these constraints have the added property of wellā¦being constraints, which I donāt want for my case.
It was noted in the github loooong ago that theres:
Named joints defined within a MeshPart or FileMeshās mesh asset data will skin to Bones with the same name found as children of that part, Bones that are direct children of those Bones (recursively), or children of other parts in the same Model that are connected to the part directly or indirectly by Motor6Ds, Welds, BallSocketConstraints, HingeConstraints, or other skinning-enabled joints within the same Model. Other descendant Models are considered separate models.
I was wondering what other āskinning-enabled jointsā, if they exist, might be. Or if there was a proper-non hacky way to indicate 2 MeshParts to āskinā without any other property/rigidity.
I assume bones are another option, but as is (to my knowledge, correct me if iām wrong!), bones canāt follow other parts and it has to be the other way around.
The method I have noticed works best for me is if your importing it all at once then it will deform with it fine.
Although if you separately upload them and apply them to the character mid-game you will need to use a motor6 to attach the mesh to the rootpart that contains all the bones. | NOT THE HUMANOIDROOTPART
Thank you! But specifically what I need out of this (Telling the game to skin two MeshParts together without any extra bits) Doesnāt work using this method! Unless Iām reading this wrong.
My use case consists of overlaying parts of a model WITH a interchangable skinned mesh item. Motor6Ds do not allow this inherently without proper animation or manipulation of Transform. However, I can achieve this effect using the other skin joint-enabled attachments (Hinge/Ball-Socket) I rather not have the physical properties that they carry, keeping them āinactiveā is my best option but its really hacky.
Yeah, Iām having the same issue. It makes this feature a bit useless with this visual artifact unless your character is completely static texture-wise.
So I have a 3d skirt modelled, and I was wondering how Iād be able to attach it to the legs so that it deforms with the legs when the legs move so that the legs donāt clip through the legs.
Here is what the skirt looks like with an idle animation playing:
I did some looking around and Iāve been at this for a few hours trying to use bones, attachments, and turning it into an accessory(this skirt is also rigged), but nothing has worked so far.
Just to be reiterate(since people have been directing me to videos on how to import custom rigs for some reason), Iām talking about making the skirt move along with the legs when the legs move, I already know how to import/animate custom rigs.
Does anyone know if this is even possible? If so, please explain in a relatively simplified manner, Iām a programmer, so I donāt know much about this. Thanks.
Pretty sure itās completely visual and doesnāt affect collisions either way. Thereās still a bounding box and that isnāt modified by deforming the mesh.
Manually manipulate the bones via script, because it seems like u havenāt rigged your character. (sorry if im wrong)
Make that r15 character use a bone instead of motor6d, by rigging it in blender, then also weight paint that skirt to the leg bones so that it will deform together.
I tried using a skinned mesh R15 rig in my game today, and it worked great! It looked ultra-realistic, and the smoothing worked great on Blocky R15 and Rthro tests. Though I have a question:
- If setting up a rig is this easy, and there are so many rigs available such as Dogu15, and even rigs from the Toolbox, why canāt Roblox utilize only skinned R15 rigs instead of the R15 we have now?
If anyone wants to try out skinned meshes with their avatar, you can try in this game I made if you want.
@RFL890 Literally so cool! Did you uv the mesh to make it fit Robloxās clothing template? @skywildsaturn What Yuuwa said! If you have the rig, weight/skin paint the skirt to the rig and import it like you would usually do to studio. Then delete the rig and place the skirt under the real rig you want the skirt to go onto and weld the skirt and Root (parent of the joints) together. The weld should be under the skirt and not the Root.
Is it possible (or would it be possible in the future) to create skinned meshes mid game? Letās say you have a mesh of a worm in the game, nothing special to it with no rigging from Blender whatsoever, using scripts and the Bone instance, could you perhaps create the mesh to be skinned by messing around with the Boneās parents and properties.
Or does everything have to be pre rigged in Blender beforehand?
Also I was wondering actually. Why do bones not have a .Size property? That would make it easier for me to do things like changing body proportions as well as stretching and squeezing parts of the mesh like the eyes and such. Iām not sure how this will affect inheritance, but I would assume the CFrames would be scaled based on the parentās size. So if the parent is <2,2,2> in size, a CFrame of (1,1,2, 1,0,0, 0,1,0...) would actually be (2,2,4, 1,0,0, 0,1,0...), as to make sure if you were to scale the head the eyes and etc would stay in the appropriate location.