So I already know that this has been done before, but I’m trying to figure out how I can create a skinned mesh cape.
First try: Set the bone’s position to an attachment of a rope constraint. Well, this immediately was shut down because I’m unable to script the bones of the mesh.
2nd: Yeahh, that’s it, if anyone can help me figure out a method to accomplish they will be greatly thanked
That’s a bit confusing… First explain what a “Skinned Mesh Cape” is (because I have no idea what that is) or show an image (which would help a lot). Then show what you’re doing with visuals or a video that shows the problem (which would also help a lot). I don’t think people will understand what you are trying to explain with such little details and context.
Edit:
Apparently I just realized what you ment, it makes sense now, I do not use bones and meshes so I have no clue, sorry bout that you can ignore this.
You have to import the skinned mesh cape with the rigging and animation you wish to use. You can do it though. You want vertical bones, so that you get the right behavior.
Not sure that would work in Roblox yet. As I understand it, skinned meshes currently only respond to the bones and not physics. I also know attaching anything to a skinned mesh that makes the mesh recalculate causes horrible flickering. Even if you used a script to manually set all the bones, I don’t know that Roblox is ready for this.
I just have a flame follow a torch, and the skinned mesh fails. Waiting for the fix to return.
It does sound like something they are working on though. I would love to see this working!
Hey, this is a late reply, and I haven’t seen this project in a while, but I believe what I did was create a flat part in blender, with multiple joins connected to each other, then I imported it into roblox and used orb parts with attatchments connecting to rope constrants in a grid-like pattern