Skinned MeshParts are live!

I would practice getting the animation right with a basic cube. 8 vertices in total, 2 bones. 4 vertices (opposite sides) to each bone, then move them apart to animate stretching.

For the final mesh, it’s the same thing, but the vertices will be blended in between the 2 bones.

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Thanks, and what must i do then in roblox?

You need to export the mesh and rig to an fbx file, then import it as a custom avatar. Then you can load the animation from the same file through animation editor, publish that animation to Roblox and it should be ready to go.

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Is there a way to separate a meshpart’s “collisionbox” size from its visual mesh? (Similar to how you can with specialmeshes)

To illustrate:

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I make the whole model non collide and add a separate collision box. I needed a skinnier collide box to deal with doors.

Idea was to keep the footprint as low as possible, but I guess that could work. Has Roblox come out with anything that works better than ManualWelds?

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Rigidconstraints. Attach attachments to rigs!

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Is there a way to attach a light to a bone and have it move with the bone during animations? I can’t seem to figure anything out as of yet but really need this to work.

Put the light in an invisible part, then use a rigidconstraint and attachment to connect the part to a bone.

Ive tried this but when in the animation editor if I move the part the light does not act as expected.

EDIT: Figured it out, thanks.

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There appears to be a LOD bug for all skinned mesh imported using the Avatar Importer- Custom method. There is no LOD on any fidelity (tested both in Automatic & Performance on a high-poly rig) for skinned mesh rig. However, those meshes LOD work fine if they are imported using the new mesh importer (no rig or bones).

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Thanks for the report. LOD has never worked with skinned meshes, it’s a known limitation, but it’s something we plan to continue investigating.

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can I just use studio?
only Roblox studio?

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Okay, I just wanna say a few things here:
The way meshes are imported (i assume at least) are a big roadblock for me.
You wanna know why? This stuff:


So, basically, the issue here is that this cool model I found has missing tris sometimes and the shoulders sometimes just go back to the models origin position (I think thats what happening to it?)

I need clarification if this is correct:
This is because roblox meshes are imported at a slightly lower tri count to make the models tri count meet the maximum tri count, causing this stuff to happen and I can do nothing about it.

If it isn’t how do I fix this? This has been a problem for months…

As far as I know, the avatar importer does not reduce triangles, and the mesh importer has not announced skinned mesh compatibility yet. Try loading the FBX file back into blender and see whether the file exported correctly.

There are a dozen things that can go wrong at this stage, but I’ve learned to start there. The errors in exporting are usually obvious.

If you still have triangle count errors (which happens to me on accessory cages), you want to split any model that is over 20k into sections. The skinned mesh will still work fine.

Whew.

I exported the model into an obj and put it into blender and yep, the triangles are still missing and everything. Weird.

How am I able to split the model into “Sections” like you say here? Excuse me if I sound dumb but I don’t have any experience with this kind of stuff.

I find the easiest way to split up a model in blender is “separate by selection” or “separate by material”

“loose parts” is good when you previously joined meshes, but because of the 20k triangle limit, its a wasted step.

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This method does not work (at least, probably from how im doing it,) missing tris are still here and the weird shoulder thing persists.

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I hope we can combine animated materials soon with skinned meshparts, it’ll really contribute much on the Roblox VFX Industry.

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