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

can you guys add a keybind to ragdoll for the test place

also how to make my guy be able to look 360 degrees without flipping

1 Like

@Homeomorph Apologies if this is a known issue, but switching the animationconstraints to be non-kinematic seems to mess with layered clothing rendering:

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Cool, I am gonna make Fall Guys with this.

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Way to convert Motor6D rigs to AnimationConstraints, just run this in command bar:

local Motor6DRig = path to rig

for i, Joint in ipairs(Motor6DRig:GetDescendants()) do
	if Joint:IsA("Motor6D") then
		if Joint.Part0 ~= nil and Joint.Part1 ~= nil then
			local AnimationConstraint = Instance.new("AnimationConstraint")
			local Attach0 = Instance.new("Attachment")
			local Attach1 = Instance.new("Attachment")
			Attach0.Name = Joint.Name.."Motor6D"..Joint.Part0.Name
			Attach1.Name = Joint.Name.."Motor6D"..Joint.Part1.Name
			Attach0.CFrame = Joint.C0
			Attach1.CFrame = Joint.C1
			AnimationConstraint.Attachment0 = Attach0
			AnimationConstraint.Attachment1 = Attach1
			AnimationConstraint.Name = Joint.Name
			AnimationConstraint.IsKinematic = true
			Attach0.Parent = Joint.Part0
			Attach1.Parent = Joint.Part1
			AnimationConstraint.Parent = Joint.Parent
			Joint:Destroy()
		end
	end
end

also the reverse way (to convert animconstraints to motor6d):

local AnimationConstraintRig = path to rig

for i, Joint in ipairs(AnimationConstraintRig:GetDescendants()) do
	if Joint:IsA("AnimationConstraint") then
		if Joint.Attachment0 ~= nil and Joint.Attachment1 ~= nil then
			local Motor6D = Instance.new("Motor6D")
			Motor6D.C0 = Joint.Attachment0.CFrame
			Motor6D.C1 = Joint.Attachment1.CFrame
			Motor6D.Part0 = Joint.Attachment0.Parent
			Motor6D.Part1 = Joint.Attachment1.Parent
			Motor6D.Name = Joint.Name
			Motor6D.Parent = Joint.Parent
			Joint.Attachment0:Destroy()
			Joint.Attachment1:Destroy()
			Joint:Destroy()
		end
	end
end
7 Likes

What would you recommend doing if we’d like to have bones (or the alt of it) affected? Currently I am making a rig using bones, and it would be divided as the body and then the clothing on top of it (which would also have bones).

Truthfully I have never tried skinned meshes, however I’d love to know if there’s any other alternatives OR perhaps if there’s anything in the works where the bones (or some other instance) would be affected by physics.

Its time for plan gta5 to commence.

2 Likes

for some reason in the demo my character starts slowly spinning faaster and faster

Sometimes the Root constraint will break, but that doesn’t kill the character since the character only dies if the neck is broken.

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This worked very well a week ago, but for some reason, it doesn’t work properly in-game now. The ragdoll fall, and the death works in studio, but when I try it in the game, it just doesn’t function correctly.

Death:


Fall:

Would be very kind if somone helped me!

1 Like

Its because its a beta feature u need to wait until its released

Is the new primal physics solver the recently published research paper called vertex block descent? And is it reasonable to expect skinned meshes to be effected by physics with the new solver?

(for anyone reading this and wants to see the paper)

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I dont think they make skinned meshes to be effected but it would be a great addition and a helpful update.

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Alr thank you! Ill try and wait till its realesed :+1:

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in the linked demo normal welds are still used to connect tools to the hands, will there be any improvements/changes to welds and weldconstraints?

New! PhysicalCharacterScript
links: https://create.roblox.com/store/asset/81302032907639/PhysicalCharacterScripts?viewFromStudio=true&keyword=&searchId=bf190d7c-f86f-444a-a6e2-9f52111cd477

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When can we expect Phase 1? I want to create something with this right now

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Still waiting for the live release!

Roblox, youve outdone yourself once more!