[Studio Beta] Avatar Joint Upgrade: Enabling Physically-Simulated Characters

Self View completely breaks with this feature enabled lol

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This is amazing!
As smooth physics interpolation was confirmed in the test game, will it include some kind of physics network prediction?

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This unironically the best physics based animation system I’ve seen in any game engine.

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I’m already liking this update!

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this is very cool ! , W update Roblox !

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Please do, it is a quality of life update for R6 that would greatly improve experiences that use it.

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Is the replicating towards the client? because sadly bones dont replicate from server to client i hope this one does

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REALLY??? :happy4:

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Amazing update, will be using this once it’s out of beta!!

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THANK YOU!
Now we just need to be able to resize parts in animations! :smiley:
One of these days… :pray:

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This is great and all, but are we ever getting ragdolls for skinned meshes without having to go through a chore like method by dividing the meshes in 15 parts (which already ruins some details)?

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No wayyyyyyy! Unreal Engine has had this feature for ages and I was WAITING for the day where Roblox would hopefully get it.

This literally saves me having to write an entire module for it, this is AMAZING!

This will make ragdolls and other things 100x better and simpler to make while also allowing new innovative ideas that combine physics and animations in new and unique ways for all sorts of purposes.

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As currently this is only for spawned characters, is there any way we can convert existing rigs in the meantime before we get the extended character creation methods? Currently using StarterCharacter in a project that would greatly benefit from these new constraint based characters.

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This looks awesome! Are there any plans on also supporting similar functionality on Skinned Meshes that do not follow the R15 setup? Such as single meshpart skinned meshes?

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Nice! This is a W update; ragdolling is a key to physics simulators!

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I REALLY want additive animations.

I might run into a problem later where I have to upload like 5 different versions of the exact same animations because I can’t blend them additively.

For one game concept, to make the animations work, I already have to animate the upper and lower body separately because there are so many complex actions that can be chained together or performed at the same time.

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Loving this update so far! Also, if you spam equip and unequip the gun, it likes to put a bit of extra velocity on you lol

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now presenting to you - the gun that sends you sky high to the sky!

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With the upcoming Avatar Joint Upgrade enabling physically simulated characters, will Motor6D still be supported, or is there a plan to phase it out?

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Motor6D → 6 degrees of freedom, as opposed to the legacy Motor instance which only has a single degree of freedom, the target angle around the axis.

I don’t know for certain the story behind Cx but it probably stands for “connection (point)”, given that the Fx properties on the Glue Instance stand for “face” (as in, where the glued face is relative to the part).

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