SmartBone 2 - Simulated Physics and Collision solution for Bones

Worth 150 robux (even more tbh).

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alright thx, i found another bug that happend to me, which is even more odd, on smartbone 1 my skirt works as it should, but when changing to smartbone 2 it not only stops working with wind, but it fully turns around on my player, looking completly wrong, any idea if that may be the same bug, or even another one fixed aswell?

Smartbone 1
Smartbone 2

It is likely the same bug, the next release is very soon and fixes quite a few bugs.

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I noticed that SmartBone1 worked more like a spring (bones return to original location in rig), and with SmartBone 2 it works more like a cloth (moves down relative to world. Is there a way to motify this behavior?

What version are you using? v0.1.0 changed the default constraint back to spring.

Iā€™m using the initial release version, but Iā€™ll make sure to update it. But even with the bone chain set to Spring via attributes, it moves down relative to the world and doesnā€™t return back to the initial position that the bone was at.

I second the suggestion, and my use cases are interactable soft-body/esque objects. Grab, push pull, and some kind of kinematic ambulation will be possible with an ā€œattractorā€ or weld
Rubbish_fruit
Kelp_grab

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are you re making this game in Roblox?

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Nah, something vaguely similar with similar procedural physics based animations. If it really matches the style of the game, I wouldnā€™t be opposed to making a 3d playground to honor it

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That would be crazy time if it was similar, I watch a YT on how it was made and the AI way back when of the characters in the gameā€¦ pretty complexā€¦

I never played it thoā€¦

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When is new update coming out?

Iā€™m not sure if itā€™s a bug or if its an intentional optimization feature but there is this issue where whenever the root part or bone isnā€™t being rendered by the client, the root bone position doesnā€™t follow the root part which results in the mesh being stretched out. Is there any way to either disable this if itā€™s an optimization thing or are there any plans to fix this? I really love this module because it allows me to have realistic flags in my game but this one issue is really a big set-back for it. Here is video footage of the issue:

I have a weird bug whenever I try to make smartbones.
When testing, the mesh doesnt move, until I nudge it.
When nudged, this singular point stretches all the way out causing the mesh to clip and invert itself.
Error

Is there any possible fix for this?

v0.2.0 will be out soon and fixes alot of bugs, when it releases if this still persists tell me.

This should be fixed in the next release v0.2.0

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you should keep that as a feature lol

v0.2.0

  • Added Friction, controlled by the root parts and colliding objects physical properties.
  • Changed distance constraints behaviour.
  • Added rope constraint to mimic old distance constraint behaviour.
  • Changed default bone radius to 0.25
  • Fixed an issue which caused performance issues with out of view objects, performance is now greatly increased on out of view objects.
  • Dynamic resizing frustum culling, no longer uses the root part and now uses the bone tree itself. This will allow for longer bone trees such as ropes etc.
  • Fixed the collider creator plugin breaking drag detectors.
  • Set ribbon tool to none while using the move tools in the collider creator plugin.
  • Optimized colliders.
  • Massive performance increase.
  • Fixed destroying behaviour.
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Everything works really well like the colliders however its like the directions changed after this update. When you walk forward the hair also goes forward. When you go back the hair also goes back.

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Sorry! This was the inertia attribute, I forgot to delete it before publishing.

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Just found out this dropped and MAN Iā€™m excited to put it to use.

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