that weld feature used to exist for a while i swear (with more than 2), but for the past few months it hadn’t worked
the change of how you use welds or whatever is just weird now
you have to now select the first part and THEN the second one
Now this is something I could get behind! So often have I needed a feature like this, only to have to do it via the command line instead. I refuse to use building plugins since the default draggers are just so much better in almost every other way nowadays.
This is awesome, saves so much time
i didnt knew i need this, the old constraint editor is old i have to use some plugins, but this improves the things alot
This is great, but I notice you are still using the old attachment model to pose the constraint. It’s impossible to know at a glance which direction Z is in. Could you please fix this? And use the consistent X/Y/Z colors you use elsewhere?
Could you guys fix the bug where rigidconstraints not attaching parts to bones on attachments inside skinned mesh parts properly
as mentioned above in the Title, it is a studio beta currently. So it’s Obvious that bugs are expected to happen and be fixed in an upcoming Roblox Release.
This might be one of the best changes ever…
FINALLY rigging up contraptions isn’t gonna be as tiring, QOL changes
Thank you everyone for all your feedback!
We recognize that there is a lot of room for improvement regarding Weld Workflows. We plan on dedicating time to figuring out how to best improve welds to support the diverse set of workflows. Please keep the feedback coming!
Thank you for your feedback! We will look into this
Thank you for your question. We understand this will be a powerful tool that will unlock many workflows. We are working on it steadily, though we do not have an ETA at this point.
Fantastic. And if you could, update the one on attachments the same way please! I use attachments to soft code in cframes easily
These changes are fantastic, are there any plans to allow creating the attachments at the origin of the part instead of on the surface?
Is the Enhanced Weld Tool supposed to be a replacement for Quenty’s qPerfectionWeld script, or have we already passed that? Sorry if that’s a dumb question, I don’t use welds that often, and tbh it’s been a while since I’ve opened Studio at all so I’m a little behind on where we’re at overall lol
whats worng with the old studio back in 2020?
Due to the fact Weld constraints were really hard to use with that tool I had made a plugin myself, which would let me connect multiple parts as you have made it do now. Then I expanded the plugin to use other types of constraints such as ropes and even beams.
I created a set of settings that allow you to decide where to parent the created objects, whether to rename them or not and a unique feature that would allow you to connect them in a sequence.(or as I like to call it “Chain Connection”)
This specific toggle I found the most uses for building things such as powerline strips.
As well as some options on where to parent the constraints.
If attachments were not included within the parts, if needed it would add them in.
I don’t really have an idea of how this could be implemented into studio, but I am giving an idea of what I might like to see…
I do not like this beta feature, Im a solo developer that does stuff from scripting to building and I do some UI work, I have been a developer for around 5 years now and whenever I need to do stuff with building I expect all the regular shortcuts to work for example (cmd + 1,2,3,4,5 [macos]) and (shift + scale) and if they won’t work I would need to figure out how to make it work again which takes time, in that time I could be making updates…
By the way, I only said this because when I went into beta features and disabled “Improved constraint tool”, shortcuts like cmd + shift and the cmd + tool started to work again.
It could be good but has a few issues.
Problem: Second attachment is always placed at a different angle to the first.
Today, I used the new constraint tool for the first time, in rigging a monorail. The wheels fit on the rails at a diagonal angle, rather than aligned to world axis, but the tool places the second attachment at a different rotation. This means that I have to manually copy/paste the rotation of the first back into the second to stop the wheels from flipping when I test.
I much preferred the old behaviour where the second attachment always matches the rotation of the first.
Problem: Hinge is not auto-selected, freshly placed constraints do not render when constraint viewer is off
I generally keep constraint-viewer off, since it can look cluttered and lag in games with a high number of attachments.
With the old behaviour, the Constraint instance was auto selected once you placed a constraint. When a constraint is selected, all of it’s attachments are rendered, without having to have all other attachments rendering too. This provides a visual response that indicates that the placement was successful, and allows you to see any mistakes in placement or start editing the constraint properties.
With the new system, you are forced to use the constraint viewer toggle to check the constraint you just placed. As stated before, this can be a problem when a game uses a lot of constraints.
Suggestion: LOD for high attachment numbers
When in a large place file that has a lot of vehicles using constraints, I’ve found my studio to run at a low framerate whenever the constraint viewer is toggled on. It would be useful to add an optional render-distance so that only the constraints near the space you are working in are visible. This would both reduce lag, and reduce clutter; making it easier to work on vehicles in places with a lot of constraints.
Suggestion: snap to first
Often, I find myself working with constraints in a small space, with parts that are not moved separate from themselves, or with compact multi-part wheels where I need to place on a specific part.
When a wheel has union-parts and mesh-parts, the collisions of those items can make it hard to snap to the “pivot” part. So I usually move my camera inside the wheel to avoid their collisions.
As such, I usually just place the second attachment at any random position on the target part, then copy/paste the position of the first to that placement.
I would find it useful if there was an option to be able to snap the second attachment to the exact same CFrame as the first one, regardless of where on the part your mouse is. (via holding keybind, probably)
Another useful bind would be the option to snap an attachment to the exact center of a part. This could even be done with the same key, activating for the first attachment, since only the second can snap to previous.
The original reason I would never place a constraint on a union was lack of snapping, but I think that has been fixed, this update.
My usual work-around would be to setup a collision group with the wheel such that the constraint can only attach to the part I want.
Bug: error prints in studio
RunService:fireRenderStepEarlyFunctions unexpected error while invoking callback: ConstraintTool.ConstraintTool.Src.ConstraintToolModel:268: attempt to index nil with ‘shaftRight’
I got this error when using keybinds to swap tool. I usually do this to quickly deselect the current specialty tool. Although I’ve recently found it to be especially unreliable with the terrain tools.
The above error has occurred multiple times, from doing the same thing. My keybinds for the model tools are {Ctrl+number}, as they were originally before the update that changed them.