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

-- No it isn’t. Old ragdoll systems will work just fine lol.

I think he’s more worried that a flood of rival ragdoll games is about to hit the market.

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-- Yeah but that’s not really breaking old systems, especially since old systems use constraints anyways. Also I wasn’t replying to inlike if that’s who you think I’m replying to.

A pretty dumb question incoming; but, how will this affect performance versus Motor6Ds. Are these new constraints faster/slower than Motor6Ds or is the performance cost negligible and worth the new features?

There was a reply addressing this, but it seems to have been deleted.

From what I remember, performance was more or less negligible (actually more performant compared to Motor6D in some cases, I believe) and avatars experienced a roughly 2 to 3% increase in memory usage.

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FINALLY! god i am so excited to test this out, itll make ragdolls and wall detections so much easier.

Time to see BombSquad remake on Roblox.
(Who played it would understand why)

Characters won’t have Motor6Ds by default anymore. Ragdoll systems depend on those to turn joints into physics constraints. They will not work anymore unless updated.

I always assumed it was either Connection or CFrame. Both would work

And I thought it meant constraint

Does this work with bones too? I would love to make a ragdoll using bones.


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This is an amazing feature, there are so many fun things that can be done with this!

x

(Amazingly hard-core ragdoll universe vibes, love it)

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Doesn’t seem to work when you specify a startercharacter model under starterplayer service.

The conceptual model that the engine has is that if you want to interact with physics simulation you have to work with separate parts. The parts / constraints between them contain all the information like collision geometry and physical properties for the physics engine to work with and we wouldn’t want to create a different bespoke way to specify this information for stuff not built out of separate parts. Doing things this way also makes general engine functionality like Raycasting work exactly like you’d expect without any special casing.

That doesn’t mean you can’t use this technology with realistic skinned meshes though, you can take advantage of the engine’s capability to render a single contiguous skinned mesh that spans across multiple MeshParts while the parts maintain their individual collision behavior.

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What this means? I can make object out of N parts but all of them will be seamlessly connected and behave like single skinned mesh? Or I need split parts and they will behave and look like diffirent parts?

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This is awesome, i love how realistic the ragdolls look.
I’ll definitely use it for my game!

Have you tried the new Avatar Auto-Setup beta with your mesh?

this is so cool, i already have a thousand thing i want to do with it. Now the question is whether i can make locomotion actually be driven by animation. hmmm

This is pretty cool, but just like previous setups with AlignOrientations instead, this doesn’t handle the entire character being physically simulated this way very well, leading to a lot of jitter. I’ve seen many ways of solving this in projects outside of Roblox, for example calculating the torque required to oppose gravity, which I think might be the best option. Is something like this a planned addition?

Yes. I noticed that the arms on my characters look off and that the auto avatar setup turns the characters into an R15 rig.
The reason why most people want skinned meshes having ragdolls instead of relying on R15 is because it gives more freedom with rigging for non humanoids, etc, you get it

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