I’m also having an issue with the rig floating above the root part like that. It looks like the root part is always the same size, in the same position (usually 0, 0, 0, relative to the 3D modelling software) and the same rotation. I’m trying to find workarounds on how to operate around this behavior but it’s really difficult not having the freedom of rotating, positioning and scaling the root part if at all necessary since trying to do so will break the entire rig.
So far the best solution I could come up with is to move your rig so that the center mass of your mesh is at the world’s origin, rotate your mesh so that it faces the negative Y direction if you’re using blender (this is to make sure the root part is facing forward relative to the direction your mesh is looking at), and when you’re done importing you can change the size of the root part under properties without actually messing up all the Motor6D’s data if you even need to change the size at all, hope this helps!
I haven’t tested this method myself yet so I don’t exactly know if it works, looks like it doesn’t in your case. The next best thing I can give you without extensively testing this method myself is to simply try and scale your rig down when exporting it into an FBX file. generally the size you want to export it at is 0.01 which perfectly scales it down to match the size in Roblox (essentially 1 unit in Blender is equivalent to 100 studs in Roblox), you might want to play with this scaling option a bit since your rig might not be the size you want even in Blender. You can check to see how big your rig is relative to your character by just importing your Roblox avatar, or custom character if you have one into Blender and you’ll have an accurate representation of how big your rig will be when you do import it at that 0.01 scale.
If all else fails, or the scaling is too hard to get accurate, the last thing I can give you is this plugin that allows you to resize your animation. This plugin is mainly used to easily have much larger and/or smaller rigs of the same model while still being able to use the same animation data to work after the size has been significantly altered (this mainly fixes translation issues in animation where the position is being changed and not just the rotation). It’s also generally good to have in case you already have animated a rig but the scale of that rig is not the size you needed it to be.
Make sure to have your animation saved as a KeyframeSequence.
Duplicate your rig, put it aside and scale it down to the size you need it (make sure to have a PrimaryPart set as the plugin uses this to determine the size difference between the two)
Open the plugin, select your original model (in your case, big rig), and set it as the original in the plugin, select the small rig and set that as the new rig.
Select the KeyframeSequence you want to scale down and hit apply, this will scale down the animation to match the new rig.
Hey @Weldify, this may be dependent on the rig setup. I’m guessing the editor is interpreting the root incorrectly. Could you PM me the model so i can investigate further?
I have noticed an issue. When you would want to weld or attach a part like a weapon or armor it will not move with the mesh. This creates quite a big issue when you would want to add a gun to the character.
In other studio’s we can attach other meshes to bones and we cannot do that in roblox studio. Moreover, I have noticed when in-game the bones stay in the same place as in the original bone position no matter if an animation is playing or not. However, everything else seems perfect with animations etc.
@Hiuh29 By section mark, I assume you mean the line across the torso.
This is caused by the vertex normals following the rounded body parts.
To fix this you have to hand edit the vertex normals in the authoring tool.
One way to do this is to line up the vertices between parts and snap them to be the same.
@AndreiBernikov Yes, currently Bones do not affect other Parts - they are purely visual.
You can make a Part follow a Bone with a script.
Also, yes, the contraints visualizer will only show the unanimated position of the Bones.
A future update will have a way to visualize the moving Bones.
@asbuf To be clear, the S1 type was given as an example. You can only use this for your custom avatars or for non-player characters.
There are no plans to offer or support S1 for Avatars in general. Only S15 Avatars will be made available in the Roblox Catalog and these will be backwards compatible with existing places.