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.
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. Iāve seen tons of videos for rigging, importing, however Roblox not uploading a tutorial for people who are less aware of Blenderās 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.
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!
Hiya! for clarification, could we know a bit as to what specifically is being updated? Iāve some issues with some of the skinned meshes for my custom ocean not loading in at all, and Iām 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 Iāve no idea where to start debugging this.
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 donāt see it happening in Studio or live servers anymore (at least when changing the color of the MeshPart - I havenāt 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.
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.
I was working on a game using rigged characters and I was going to support custom animations but I couldnāt 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.
Is there an estimate for this release? Weāre waiting for this kind of behavior before swapping technology in our game, as we cannot use attachments with skinned meshes currently.
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.