Skinned MeshParts are live!

Still nothing, if I’m doing it correctly.


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The Motor connections are now correct.
However, since the Torso and Head are not skinned MeshParts they do not control the joint with the same name.
You can break the cylinder into two halves for Torso and Head.
Or put Bones under the Torso and Head Parts.

The tricky bit will be getting the Bones in exactly the right place.
You should be able to enter the correct offsets by hand based on the values in the authoring tool.

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I set Blender to be unitless, and I build things to the scale where 1.0 in Blender is something I want to end up as 1 stud in Studio. Rather than work in centimeters, I just made a Roblox Studio export preset in Blender where the export scale is 0.01

This way, I can just think in studs and not worry about real-world units getting me confused.

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The Wavefront OBJ file format has no support for vertex bone weights. You must export as FBX to make a skinned mesh part. If you import via the Avatar Importer, Studio will make the BoneInstances for you. If you import as you would a normal MeshPart, you have to make the BoneInstances manually and name them to match how you named them in your 3D modeling program.

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God i cant wait for vehicle deformation!
Ive gotta try this within my potential games.

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Is there any way to convert an r15 rig to a skinned rig?

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That’s essentially what I’m getting at, though your method more fully separates Roblox’s scale from real-life units.

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Bring the rig into a 3D tool and assign skin weights. You’ll need a compatible R15 skeleton.
You could use the one in the S15_lola .fbx in the description.

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Thanks for clarifying that, I never really had this issue since I’ve only been exporting via .obj before this update and never ran into any resizing issues.
Definitely should’ve explained that 1cm = 1stud, I’ll have to tweak my default blender settings.

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I’m so happy about this update, but I found a weird problem. I made a mesh in Blender that has bones and welded it to the HumanoidRootPart. When the mesh’s transparency is 1, the entire character is hidden instead of just the mesh (despite the other body parts’ transparency still being 0.) Am I doing something wrong or is this a bug? Example: https://gyazo.com/e365a41497e33e28567a78bf212db17c

Ok, update. I’ve looked into it more and it turns out that I can also make the whole character invisible by deleting my mesh or parenting it to something outside of the character.

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I get the same bug when iItried to inport a mesh after I’ve already inported one.

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So as some if not most of us know, these sort of bendable with no joints are used in other games like GTA, Read Dead 2 and more. As of right now is there a cap for the detail/size other than the previous cap for the mesh detail/size?

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Finally, one of the best visual update is finally here XD
The honor of being the first deformed mesh in live game became him (Sorry for background Noises). Good Job Roblox!

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Ok, I have very important question: Are Bones compatibel with Terrain? So, in the clip that you showed us, I think they used an bones on plane + SurfaceAppearance objects to create this illusion. But now, what if instead to do this whole complicated process we just could deform terrain? Like bend water?

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Yes, it’s a bug - thank you for pointing it out.
The known issues have been updated, and a fix is coming soon.

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Is there any simpler examples?

I’m still new to armatures and all.

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@DruidPC Here is a very simple 2 bone rig:
translation_test.fbx (133 KB)

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When attempting to rotate bones in studio, (occurs more in playtesl), there is a chance that the dragger bugs out and just gets stuck in one position, and you cant use the dragger unless you delete the coregui contents or restart studio.

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As well as this, personally id like if the bones were displayed the same way as bones are when using the animation editor, as it would simply make everything feel much more unified and understanding would be simpler. As well as that, if selecting bones within the animation editor would be possible, that would be highly appreciated as it would make the animation process much MUCH simpler.

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Oh yeah, animations.

When importing animations from blender, if the rig inside roblox is a different scale from the rig inside of blender, the animations will try strech out the rig and causes everything to break. lol okkkk

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