Neato. I am working on something worm-ish; might come in handy.
I made this back during the beta. It did work sort-of correctly but I believe I stopped for the night when I was trying to fix something, and left it in an even worse state. Too lazy to fix zzz
But the idea exists and has room to be expanded upon.
This isnāt really related to the new feature, but the first example shown once again reminds me how Iām really not enjoying this idea of leaning towards realistic-avatars. Should it be an option? Sure, and the classic style will always be an option, but I donāt want the focus of Robloxās style to be hyper-realistic. I feel like āWe encourage you to try out and maybe switch to these new realistic avatarsā is going to be thrown in our faces soon.
Avatar Importer Docs havenāt been updated but is this how it is intended to be used? I saw that @PeZsmistic had the same issue in the beta thread and from what I understand it looks correct? However in the animation editor the MeshParts (Torso and Head) have no influence over the skinned mesh.
Iāve made animations with my new mesh character, in roblox animation editor, but they arenāt playing.
Iām using the exact same default roblox character control script that a character uses. It works for normal custom characters, but for some reason, itās not playing within the mesh. What are other people using to play the animations for their mesh characters?
EDIT: I found the reason. I was using an AnimationController AND a Humanoid in the model, when you are only meant to have one or the other.
I donāt know of a single well optimized production AAA title that uses the same mesh for physics and visuals. Using a model divided into segments together with a skinned mesh will yield the same accuracy with much less of a performance impact.
There is a bug in the Importer where the Parts are not connected in the same hierarchy as the joint chain.
You can manually fix this by changing the way the Parts are connected.
Instead of them all connecting to the root part, make a chain: Torso connects to HumanoidRootPart, Head connects to Torso.
I will add this to known issues.
@Sentross I totally agree with the 2nd question you asked , Roblox does need some texturing work as I saw in CloneTrooperās Demo, the texture looks really blurry and could use a better resolution for texturing maybe such as 4096 x 4096. Roblox could use more high-quality look for 3D models and clothing textures.
Here is the structure of Frogge. He is a standard Motor6D-rigged R15 made of MeshParts, with the usual hemispherical caps at the joints. He works fine as a rigid R15, which is all he was in game before the feature was turned on.
But all of his R15 parts are actually skinned MeshParts, so the joints are smooth now that this feature is enabled. Additionally, his Head and RightHand parts have bones for controlling his face and fingers respectively. Bones and Motor6Ds are designed to be used together. The restriction is that BoneInstance can be parented to MeshParts, and to other bones, but MeshParts cannot (yet) be parented to Bones. So the bone-based features have to be at the leaf ends of the skeleton tree.
Anytime I try to import a rigged character I just get a blank screen on the avatar importer and nothing happens. Studio isnāt hung or anything. I can exit out the white screen and continue to use studio, just nothing happens.