Skinned MeshParts are live!

I would need to have a file of your skinned mesh and play around with it, but I can’t because I won’t be able to get on a pc for the next week

All issues are resolved except texture mapping. Would have gotten further if this UV mapping didn’t set off the censors. Probably an ear… Frustrating.

Anyway, dumping a full day’s work and starting over. Dumbing it down. Maybe Take 2 tomorrow. :skull_and_crossbones:

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What was wrong with your UV mapping?

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Not sure, I got a vague terms of service warning. I am now going through and drastically reducing the complexity of my UV mapping and the image itself, to reduce the opportunity for another false positive.

It’s… painful.

I can call this Take 2, I suppose.

A lot of work to get her to this point:

  1. Complete overhaul of UV Mapping twice.
    1a) Removal of all shading except the face so that I could continue this project.
  2. Removal of all PBR textures from blender. Wherever I used multiple images for one texture, Roblox could not map it, either during the upload or with SurfaceAppearance.
  3. Removal of all extra UV maps. Roblox would grab the first one if there were 2.
  4. (FIX #2) 1 material per part. That’s the same as any mesh. I expected this.
  5. Fixed her facing (she would run sideways)
  6. Rebuilt the eyes to support lenses.
  7. (FIX #1) Removal of non-skinned constraints. Roblox didn’t handle these well, and made the eyes come out of their sockets. I will have to animate eye tracking with scripts.
  8. (FIX #3) Unpacking all animations. The animation editor does not have any way of setting the start or end of the animation like I had wanted.

The result is not perfect, but a significant step forward! One video shows her at her best… the other… not-so-much.

  1. (PROBLEM #5, Part 2) The origin of the uploaded character becomes the HumanoidRootPart, a (2,2,1) sized block. I thought it was supposed to be a bone. Either way, I had to up the size of the character to giant proportions to keep the HRP from dragging in the ground and sending her flying. The size of the HRP might be dependent on something in the FBX file, but I can’t find it.
  2. Even now, this (2,2,1) HRP and a hip height of 5 do not produce a stable character model (see second video). She bounces all over the place and occasionally land on her feet and starts the idle animation. At a high enough hip height, she floats without bouncing. I am going to try removing custom bone shapes and see if they are interfering with the physics of the model.
  3. Some unknown force is affecting the “hair armature” causing crumpling instead of a light back and forth movement. Something else is causing the armor to come out of alignment.
  4. SurfaceAppearance textures needed.

robloxapp-20210609-2153095.wmv (489.7 KB) robloxapp-20210609-2155504.wmv (1.1 MB)

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Ya, to export your character to roblox, like you said earlier, there needs to be one UV map, one material for each part which contains one image texture for that material.
So if you have multiple materials or PBR textures or textures that are not image textures(like color ramps and diffuses and all that good stuff) then you need to bake all of that onto one image which is under a single material which is under a single UV map.

Edit:Make a copy of your blender file and do the following in their so it won’t mess up your file

If you don’t know how to bake, it can be tricky, here is a tutorial and some tips Baking Multiple Textures onto One Map | No Plugins - YouTube
So if the instructions in the video aren’t working, here might be why:
So first you have to make sure you are in the right rendering engine(I forget which one), it probably tells you in the vid
The image you create must be called “Untitled” in my experience and must be a new image that you have done nothing to
You might not need to join your parts together like the person did in the video
To conserve time, wait until the bake is around 5-10 percent and cancel it, if it does not align with the uv map troubleshoot
If your bake if darker, I’m not sure if this helps but turn your world lighting to white(can’t remember where that is)
If your bake is makes your textures bigger, make sure that your original UV maps were not bigger than your image, if they were, then cut them up into smaller pieces or make your image bigger
Before baking, if your textures are warped and wacky then you need to use seams and look up a tutorial on that

If you got your bake done and import your character into roblox and see that some colors are not the same, make sure that(if it is a single color like a uniform skin tone) it is not 1 pixel, if it is than it will blend into the colors around it. The fix to this is to go to a photoshop software, I use pixlr e(which is online and free) pique that color, and make a 100 by 100 pixel square of that color(on the same image). Go into roblox or blender and change the image texture to that of your modified image, (if you did it in blender then export it again) and it should look good, if it doesn’t than try changing the uv mapping to fit that square.

Another thing, if you have your character and zoom out a bit and see that there are lines in your texture for each face and it doesn’t look good then(I haven’t actually fixed this on my character) you can either change the rendering fidelity of your character to precise( not sure if this works) or get your image in a photo shop software and change the background color from the background color( mine was black) to the overall color of your of the textures in your image, you can probably use fill(paint bucket whatever it is) on the background color(with 0 tolerance if that is in your software)

Also if you convert to wmv files to mp4(there are online converters) then people will be able to view the video without downloading it.

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Baking is probably what caused my mess the last time! I will try SurfaceAppearance and see how she looks (less plastic I hope).

I have figured out both the visual artifact issues I have going on. One was user error (I applied a transformation), and the other has to do with collisions of the feet with the ground. Still no idea how to fix the HRP sizing issue, but that might go away with these other changes.

I will convert my videos. I find it interesting that a Roblox sponsored forum does not support the Roblox default recording format… :thinking:

Take 3, and its done! SurfaceAppearance and 3 animations (all I created)!

  1. If the animation goes into the floor, the character jumps. Weird, but was trivial enough to clean up.
  2. Jumping uncontrolled like this messes up bones (hair), which messes up the mesh.
  3. HRP can be shrunk to 0.1% its size (0.2,0.2,0.1) without harming the rig.

Bonus round: going to see if I can hold a torch and sword with the method Robie mentioned.


Hopefully a better video.

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That looks really nice! Other than your jumping and running animations, that looks very good and (i guess) realistic. Also are you trying to make one of the characters from dead by daylight? And did you script your own animation script or modify the default one?

The style is 3:1 chibi (3 parts body, 1 part head), with more natural facial features. This leaves room for 2:1 chibi kids and full chibi pets. I dream big lol.

The jumping animation is the default animation (her base pose is arms outstretched, eyes closed). I made idle, run, and walk from scratch following a YouTube tutorial. When I expand my animation portfolio, I’m going to start with that base pose and jumping. I agree the running animation needs to be tweaked. It’s too fast for this run speed, and the teeth fell out so it looks like she’s whistling! :joy:

This is all for a dungeon crawler, so before any of this happens, I need to fix the torch that’s rolling around on the ground. It’s supposed to weld to the left hand which is now missing. What little game I have built is more fun in the dark!

By any chance do you also have a bone named RightHand? The bone and the mesh cannot be named the same, or funny things happen. It seems that both the bone and mesh named “LeftHand” are being treated as the bone.

Ya, I was aware that some people might have a bone named righthand, that’s why I included boneparent, I assumed that people would not parent the part RightHand to the same place that the bones are parented to
When you say mesh, do you mean a part named RightHand or a mesh named RightHand or the character mesh with all of the bones in it?

You can change the speed an animation using AnimationTrack:AdjustSpeed() AnimationTrack | Roblox Creator Documentation
To make the animation play slower or faster

Do you animate in blender or roblox, I found that animating in blender is easier but you just have to import the animation, which can be tricky but I suggest using mixamo

I do everything in blender so far. Gives me the freedom to keep all the backups local.

For the example picture above, I named a bone “LeftHand” and a meshpart “LH” and imported it. No distortion. In Blander, I renamed the meshpart “LeftHand” and it broke.

As a second test, I renamed the bone “HandLeft” and repeated the experiment with the meshpart “LeftHand.” Because they were still named different, nothing broke.

So you have your rig as multiple mesh parts and not just a single one with multiple bones under it?
I’m also wondering how you import your animations into roblox, I use a difficult method that I mentioned earlier.

The model, with all its parts, is imported as a single fbx file. The bones follow R15, the mesh parts do not.

It has about 12 parts(?) all separated by material. It’s also modular, so I can replace the armor/hair/body at some future date. All parts are parented to the same armature.

The body is the arms, legs and head, all attached. I didn’t want them wandering off. This is my “S1” build. Everything else is a skinned accessory.

The hand mesh parts are just cubes I positioned in the body for attaching tools. I will probably do the same for the back and belt. They work, as long as they are not named the same as the bones.

As far as exporting my model to fbx, I select all the parts and armature and export “selected only.” In blender, I make sure nothing else can be selected, so it’s a simple matter of selected everything I see.

Ya but what about for animations, in my experience if you have multiple animations for the rig in blender, it will only export the first animation listed, so the only way to export a certain animation is delete all the other ones.

I figured this trick out. Roblox imports the first action alphabetically. So all you need to do is rename the animation you want starting with “aa” then export. None of that deleting is needed. Which is good, because I was terrified of messing that up.

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wow, that seems a lot easier, I’ll try it out sometime!

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I really don’t see a difference…

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