Hello, Is it just me that can’t get it to work for serverside created parts or is it meant to only work for locally created parts as a ball with collider created in local script works fine but a ball with collider created in server doesn’t work.
Are you using the most recent release, I believe I fixed the stretching if its out of fov or activation distance.
It’s possible there are some issues detecting objects being replicated. I’ll have to test this thanks for the report.
I figured out the cause of this and it will be fixed in the next release.
Yes I am. I just replaced my current module with the most recent release on github to make sure and it’s still producing the same issue. Also just to reiterate the issue only occurs when setting the humanoidrootpart’s cframe with an attached smartbone mesh on the character. Otherwise there is no stretching out of the activation distance or fov.
Oh also this tends to be more noticeable for other clients/players since they tend to be out of the activation distance more often.
I believe I have fixed this issue, if it persists in the next release please inform me.
When is the new release coming? and did you manage to find the issue with replication?
Hey Jakey, any updates on the newest release? The issue with bone position clamping is persistent and makes the module unusable.
There is 1 or 2 more bugs I need to fix before the next version is complete, and a plugin update might possibly come with the update aswell.
Any way you can just post the fix here so we can have our fix with the clamping?
src/Components/BoneTree.lua
Line 266 to 277 is what should fix it
I dont know if this is intended for performance purposes but, smart colliders dosent seem to work when both mesh with smartbone and a part with smart collider spawns at the same time.
Honestly, your best bet is to disable the reset button and have fake health to make sure the character/player never dies. You don’t have to go with my method, but I believe it’s a better practice as it limits a bit of what exploiters can do, could prevent some memory leaks, don’t have to initialize scripts multiple times, etc. If the player does happen to die, I would just kick them. Some popular games do this.
I believe I fixed the glitching issue so it will be fixed in the next release.
Now that’s looking real nice
Hello! Been really enjoying SmartBone 2, it looks really good. But I’ve been having a problem - In the game I’m making, I have a character that has a dress. It will sometimes move, but when moving, its legs will clip through the dress because of the character moving affecting the dress movement aswell. Is there any way that I can make the dress object not be affected by movement, and only by collisions? I know that I can slow down the character’s walkSpeed as a way to fix this, but that wouldn’t really work for my game since players would have to outrun this character, and it having a slow walkspeed would just make players think they are running away from a 96-year-old grandma lol. Thanks in advance for the help!
I believe the easiest way to tackle this would be to simply set the Stiffness value of the dress to 1
The problem is that I would like to keep collisions - setting the Stiffness to 1 removes collisions aswell. Thank you for your answer though - I’ll do some more messing around and see if I can get a result I like!