It is a feature of this skinned mesh update that parts can be bones. I personally have accidentally named parts and bones the same (not the whole model, mind you) and that bone would break. The part does become the bone, though in my case it could not deform properly.
I’d take their word for it that it works and make a backup copy just in case lol
Could we actually have a feature which allows us to change the color of the area around a bone in a specific radius? Perhaps u can have the mesh blue at the radius of ten studs from a bone. What I mean is the ability to change the color of the mesh around the bone in a specific radius. This could be useful in water simulations as u could have white caps on high waves. Also hoping the collisions will be released soon, just saying, they might not even add them lol
Are there plans to do this in the future? I’ve noticed that some studio features are just not documented well at all. Surely if it’s released someone should be able to get something functioning as intended without having to rummage through forums. I can’t even find mention of how to change a ‘StarterCharacter’ in the documentation, I had to find it on the forum.
Yes, absolutely, this is something we will be improving. We agree it’s important, and we now have dedicated staff on the avatar team who are focusing exclusively on this.
We really need a robust tutorial on importing models and animations! I just discovered a new source of one of the “animation not loading” errors. There are a lot of unsolved posts on this one, so I’ll be hunting them down and responding.
“I try to import the animation but all I get are 2 frames.”
Try importing your fbx file back into Blender, if the full animation isn’t there, it was never exported to begin with. This is not a Roblox error, this is a Blender error.
Double check that the mesh is properly attached to the armature. The mesh skinned to the armature must:
a) Be parented to the armature (with deforms) ← this was the hard part to find. Blender will animate your mesh without this step.
b) Have an armature modifier, with the armature selected.
c) (?) I have not confirmed whether it is mandatory to create empty vertex groups, but I also did this step.
The first 2 things are a minimum requirement for Blender to export the animation with the fbx file.
Some good tips from GolgiToad there. When you have exported your .fbx file, you can also import this into a new Blender file to make sure it is exported properly when troubleshooting any issues.
S15_Lola_lpose.fbx has joints for the LeftEye and the RightEye. In order to determine whether a rig is an Rthro rig, we check to ensure that theres no extra joints - those two joints arent in the Rthro guidelines and caused the rig to be categorized as Custom.
However you should be able to override this type detection and import the rig as Rthro by clicking the button on the bottom left.
Thank you for the response! I couldn’t figure out why it wasn’t working for me, is it possible the S1 .fbx file could be released? Currently there’s only a .rbxl
Something seems wrong here I’m attempting to setup S1 characters, and whenever I export it from blender the orientation is messed up, when I export it from C4D the orientation is fine.
Your blender issue does not appear to be S1 related, as those issues did not show up until animation. This looks likes a rotation issue. The c4d model has 2 bodies offset and overlapping. The blender model looks like 2 models rotated at the lower torso. I would look for unapplied rotations.
One of my guys are having the same issue, recently with scaling, i’m also having a scaling issue, where the Skin mesh it self, leaves the “Box”, all was working fine before, but ever since a couple updates in, Roblox be acting up, even before roblox went offline for a bit, not a clue what their doing, thought it was something to do with beta but turned that off, and still having same issus https://gyazo.com/0a8a69e1851a1c084fdac2e96093be16.mp4