How To Use A Skinned Mesh For A Custom Character (And . . . - DevForum 1: Import skinned meshes for use as custom characters 2: Animate them 3: Use them in-game Without wasting any more time, let’s start STEP 1: IMPORTING THE CHARACTER To use Avatar Importer, go into the plugins tab and select “Avatar Importer” From there, select “Custom” and select the 3d model of your character
SkinnedGrass - Performant interactive foliage - Roblox Hi, I was recently messing around with a more performant approach to interactive foliage using skinned meshes Download uncopylocked demo Features Mesh deformation around objects Global and custom wind Octrees + frame limit LOD for performance Lots of customization options for different effects Examples How it works performance The module calculates collisions with an array of Vector3
Introducing the New WrapDeformer Instance - Roblox Hi Creators, Today, we’re introducing a new WrapDeformer instance and associated APIs so you can modify 3D meshes with skinning, joints, and FACS data more easily in your published experiences Using inspiration from some of the groundbreaking Layered Clothing work on the platform, the new WrapDeformer instance uses cage meshes to allow you to deform meshes and have skinning weights and FACS
Welding Skinnedmeshes Bones? - Game Design Support - Roblox Heya! So im wondering if theres a currently working way to weld skinnedmeshes Blender bones together? so they animate in the same way? As an example: I have a tail Model, Its a skinned mesh with deformation bones and all of the sort I have a Test hat model, with a singular bone in it, and i want the hat to go onto the tail and move with it… [ i will put the Tail and Hat in quotes when
Dogu15 Rig [Layered] - Community Resources - Roblox About Dogu15 Dogu15 rig is a S15 (skinned R15) rig, which is open sourced Originally it was created as a normal R15 rig, without any kind of mesh deformation, but was later remade into a S15 rig It was when it became a huge success This project was on a small hiatus few times, mostly because of my college and lack of blocky rig materials Roblox has recently released a R15 reference for
Classic Blocky S15 Rigs [Skinned meshes] - Roblox These rigs act as an updated version of my old rig that aimed to create a skinned version of the blocky R15 bundles that are faithful to their R6 counterparts Key differences between these and my old rig includes layered clothing support, optimised elbow skinning, woman torso variation and many other small improvements
Skinned MeshParts are live! - Announcements - Roblox Skinned MeshParts are live! Developers, We are pleased to announce the introduction of skinned MeshParts Previously the appearance of characters and objects were represented by rigid parts Now, the surface of those parts can be continuous making the mesh smoother, and more realistic looking What does this look like? The avatar on the right is a traditional rigid R15 Model The avatar on the
Simulated Ocean with EditableMesh - Community Resources - Roblox Inspired by this post, I decided to try my own hand at creating a simulated ocean with Gerstner waves After a few months of work, I managed to complete it with the help of colleagues, with the goal of releasing this publicly for anyone to use this in their games or to simply learn how it works Features: Multithreaded (honestly have no idea if this is working properly) Frustum culling Vertex
Realistic Oceans Using Mesh Deformation! - Roblox Making realistic waves using skinned meshes and mesh deformation! Download here NOTE: This tutorial is for the scripting end of mesh deformation waves If you need to know how to make the wave itself, check out this tutorial here or download this sample model Now onwards with the resource! Using a formula called the Gerstner wave formula, making realistic-looking waves in 3D games have been