SmartBone 2 - Simulated Physics and Collision solution for Bones

New Smart Bone primitive for open source contribution!
create.roblox.com/store/asset/118242130994347
All setup and ready to go! You can configure the settings and use it for different things from a flag to a curtain!

It works perfectly with smartbone2 and I have turned it into other things like curtains

3 Likes

“If you see this report this as a bug, (NaN Calc world cframe)” Anyone know how to fix this?

1 Like

try commenting out the asserts, specifically this one. I had a similar issue.


Commenting out the asserts actually and data Logging used for debugging can increase your performance significantly.
I think it’s an issue with the bone actors code not properly disconnecting.
I made the modification to the runtime with this code to effectively handle when the object is not rendered locally.

render=RunService.Heartbeat:ConnectParallel(function(deltaTime)
	shared.FrameCounter += 1
	
	if shared.FrameCounter > FrameCounterOverflow then
		shared.FrameCounter = 0
	end

if (BonePhysics.ShouldDestroy or ForceDestroy) or RootObject.Parent==nil then
		task.synchronize()
		cleanup()
		Actor:Destroy()
		return
	end

I have an Idea! What if there could be support for ragdolling a skinned mesh?

Also I tried v.3.1 but it still doesn’t work, this is how my morphs tail originally was


but now for some reason it flattened the tail?

and im using rope constraint, if im not using rope constraint it scrunches up the tail

i really need help with this! Thank you!

I think the way you have your bones setup via blender may be incorrect