SmartBone 2 - Simulated Physics and Collision solution for Bones

Getting this error when trying to upgrade from smartbone 1 to smartbone 2 in my place. Any idea what’s going on?

I’m experiencing this same issue. Smartbone2 is conflicting with my script.

I’ve used the collider creator and changed the radius, nothing stops the legs from clipping through

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Try increasing the radius of the bones, they seem very low

read the documentation about axis constraints
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Thanks for the help, but the only real way I could fix my issues was by switching everything to the smartbone 2 testing place, I have no Idea why. There’s still some clipping, but I’m happier with the result. You can see what I was going for.

7 Likes

Hi,

I assume you first have to set up the mesh and bones in blender, does anyone have a good YT that shows how to do this, and also a good YT that shows the import process into Roblox?

Thanks

Thank you so much for this user-friendly physics modules! v0.2.0 works so well on my test place :raised_hands:

Currently encountering this error spamming issue after respawning a self character which attached with smartbone objects - For exmaple, the demo place for v0.2.0 also able to reproduce the same error output after reseting and respawning the local player character (Because the starter character attached with a smartbone hair object) The error seems to be related to some widget UIs for the modules (?) However, this error spam only occur on studio but not live game :+1:

error

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This module is incredible! However I have run into a couple of issues with the plugin.

The plugin is hit or miss. I tried setting up a cape with no attributes and no tags created for it and the Damping property was broken out of the box:

Modifying the other properties automatically created the attributes for the cape as expected but Damping was still broken even after I manually added the attribute.

On another place with a cape that had the attributes created manually the property worked as expected.

Also, the plugin doesn’t want to update itself when selecting the cape. Meaning that if I update Inertia and the Roots for example in the plugin(the cape in workspace updates itself as expected) and then I close the plugin and re-open it all of the values are back to default(Inertia 0.40 and the Roots empty). I think the plugin should automatically update its values when an object with the SmartBone tag is selected.

Im planning to rework the plugin soon, I apologise for the inconvience your experiencing with it.

3 Likes

Bro don’t apologize! your creation for the community is amazing, thank you so much for pumping this out and working on it!

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Is this able to be used with custom rigs? Such as in the case that bones are located UNDER a rootpart (not within a meshpart)?

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Yes you would just list those bones as the root bone, the root attribute can take multiple bones

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Sweet! I look forward to using it on my custom characters then. :slight_smile:

2024-01-12 00-15-06 (streamable.com) Pls fix this bug I think if position of the bone is lower than 0 It’ll fixed to 0.

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Thanks for reporting this, I’ll look into it.

Can someone give me good properties for a cape? I am having issues with my old cape.

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Is this a bug or I just setting something wrong.

This is a known issue, fix should come next release.

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I’ve been using SmartBone 2 and been loving it. Although there is one main problem I’ve been having. It’s the stretching of meshes with bones because of not being updated in 2 different conditions. The first is when a smartbone mesh is being culled from activation distance or not being within the camera’s frustrum. The second is just when setting the cframe of an object attached to a smartbone mesh to a far away vector position the bones will remain in the original position and have to try to catch up. Is there something I can do to stop this because other than this I’m not having many issues. If you need a better explanation let me know. Also thank you for your great work and continued support!

1 Like