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

How did u do that?

Im trying it atm and cant figure it out

I tried out the demo place, and a little glitch happens when I fall. At first the clothing and limbs react the way you think they should, but after falling for a longer duration, the layered clothing snaps into a default static shape, as if I was standing, while my arms and legs are still flailing about, and partially invisible where they would have been covered with the layered clothing.

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Follow the steps in the post to enable it, otherwise, the AnimationConstraint won’t show up.

Search the explorer for is:AnimationConstraint and select each one, except Root and Waist. For each selection, disable the IsKinematic property and set MaxTorque to 100.

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Ragdolls seem to break layered clothing and accessories.
image

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Amazing work, guys. This takes a ton of the guesswork out of assigning constraints to avatars in game for use on IK. Are there plans on implementing procedural footplanting for avatars?

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R6 not being supported is sad, but it’s still a cool update.
Does this work with bones on a skinned mesh character?

Can we get general kinematic physical bodies? Anchored parts make it hard to use any roblox physics or replication features when you want higher control over the body, for example with moving platforms, elevators or doors.
Also, it would be really good to have proper collision data, like normals and collision points in Touched or a similar event. It would work especially well with kinematic bodies, opening up possibilities for custom car or plane physics.

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That gif is so funny to me idky

sounds epic, now we get wobbly ragdoll games

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RIP skinned meshes.

Anyways this is very cool. Just slightly dissapointed that I won’t really be able to use this at all.

yo, this sounds amazing. i have to say i kind of predicted something was gonna happen almost half a year ago, but i never expected a full animation system with this

ragdolls for the win!!!

People tend to “weld” tools together to a Motor6D to make it possible to animate; is it a goal of AnimationConstraint to replace the use of Motor6D in tools as well, or is the focus for the character model sans any tools?

Physical animations?? :eyes: this is pretty cool

R6 support would be really cool to see :eyes:

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This looks neat. I’m excited to see what other people will create with this.

Seems like a great update that I won’t be able to learn.

When are newer, more realistic rigs planned to release such as higher R numbers?

The the arm isnt following my mouse/camera

WRT performance: theres actually a way to greatly increase performance with animations playing on >1000 character models, which consists out if making the character model into just a single skinned mesh, and moving the “limbs” with Bones. Out of curiosity, would it be possible for the engine to optimize for similar levels of performance as with skinned-mesh models?

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Welp, that’s super funny. A lot of funny game are gonna to happend now!

I hope this feature remains optional, R15 obby games are already inconsistent because the R15 rig can be unpredictable with animations, so most of the customisation has to be locked away. I can imagine moving to a constraint system rather than Motor6D might make it even more inconsistent.

Not saying I hate this feature though, this is cool, AnimationConstraints are an epic addition if it can be used on anything besides rigs because Motor6D can be janky here.

Surprising update

Just a question re the joint replacement condition:

Based off the non-R6 compatibility, do joint replacements specifically target Humanoid-based rigs that are in-line with the intended avatar type at the current time (R15)? I’m especially curious about the replacement condition because it doesn’t seem to apply against non-humanoid rigs with Motor6D joints.

image

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