Skinned MeshParts are live!

Thank you!! I was able to figure it out with the Motor6D / importing as a custom rig workflow. I really wish this was documented better in the original post, as this seems to be an issue a lot of people are having with trying to figure out how to make outside parts deform along with the existing armature.

Anyway, works now! Thank you again !

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Iā€™ve literally tried importing my mesh deformation and it fails evertime. Print from Output:

Avatar Importer failed to load mesh! https://assetdelivery.roblox.com/v1/asset/?id=

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Iā€™m getting the same issue here. Iā€™m trying to import my blender fbx rig and it keeps giving the same error.

So while this is great and all, the mesh deformation works only with objects for me. When I try importing a humanoid rig, it becomes a collateral mess. The bones will intersect and connect to random places even though I offset the bones to prevent said action. Iā€™ve seen tons of videos for rigging, importing, however Roblox not uploading a tutorial for people who are less aware of Blenderā€™s features and functions makes it hard for me to understand. Would be nice if we got a video showcasing how to rig a humanoid (arms, legs, torso, lower torso, head, etc) and export it onto Roblox.

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Just another quick heads-up for developers working with skinning. Today we will be enabling another change under the hood in skinned MeshParts that should go unnoticed. But if you do notice any new problems, please reach out, and we will work with you to resolve them quickly. Thanks for your help with this!

ā€“ Avatar Engineering Team

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Hiya! for clarification, could we know a bit as to what specifically is being updated? Iā€™ve some issues with some of the skinned meshes for my custom ocean not loading in at all, and Iā€™m not sure whether this is related. The issue is peculiar to debug as the ocean meshes are placed in a grid for LoD purpose, and even though every single property, child etc is the same, some meshes still fail to load, and truthfully Iā€™ve no idea where to start debugging this.

It is an internal code change, so you shouldnā€™t notice anything.

This new change was not released when you posted this, so this must be something unrelated. Can you message me offline with a repro file?

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We have noticed an issue with our skinned mesh we use for animating an ocean. The animation seems very slowed down, as if it is stuttering.

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Can you send us the place id, so we can take a look? Thanks.

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  • When making changes to the mesh within a rig in script - eg. adding parts, changing textures or changing translucency, the rig may flicker back to the bind pose for a frame.

Has this bug officially been fixed? I donā€™t see it happening in Studio or live servers anymore (at least when changing the color of the MeshPart - I havenā€™t tested any other properties).

Below is a SkinnedMesh that is constantly cycling through rainbow colors on RenderStepped. Before it kept flickering back to the original pose for a frame whenever the color changed, but now it looks perfect.

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Yes! Part of this latest change should fix certain flickering bugs, glad to hear itā€™s working! :grinning:

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Ooh, time to test! Thank you for the notice!

Confirmed bug squashed on my torch!

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Here is the place ID: 5956037025

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I have filtered it off as well, it should return to normal.

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Some flickering has returned, though not as severe as the original issue. Itā€™s mild enough right now that I would not have noticed in studio.

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Much agreed. So far, I have found tutorials for deforming a single meshpart, and easily pulled it off myself after watching one. However, I have yet to find a tutorial for deforming multiple meshparts together, such as connecting a skinned upper arm and skinned lower arm to form an elbow. My own attempts to skin two simple shapes together have ended in failure so far.

When it comes to rig tutorials, they all seem to work with one mesh containing many bones instead of multiple meshes containing few bones each. It would be nice to see a step-by-step tutorial for connecting one skinned cube to another skinned cube (as two separate mesh parts) and showing them bend while being seamlessly connected. If I figure this out on my own, I will make a tutorial on it myself, as it needs more explanation than what the announcement provides.

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I was working on a game using rigged characters and I was going to support custom animations but I couldnā€™t figure out how to do it, every attempt something was wrong whether it be something not moving right or my arms acting like my legs.

I hope they release something about how to make our rigs support updates that their releasing such as cage deformation which I still have barely got it working cause they only show how to do it on a single cube instead of what I would actually use it for.

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Is there an estimate for this release? Weā€™re waiting for this kind of behavior before swapping technology in our game, as we cannot use attachments with skinned meshes currently.

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I have that same exact problem too

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Skinned mesh welded on top of a skinned mesh! Will Roblox be able to handle it? The combined horse and avatar is 54k triangles, outside the limit of studio. The plan is to load them as separate characters, clone the avatar and glue them on top.

/crossfingers
Horse

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