Just changed my profile picture. Do not be alarmed. In other news, there's now an official RoKarts twitter @RokartsOfficial , I'll still be tweeting my dev stuff here but you'll get a much cleaner view of the project on that account. A great way to filter out my ranting.
@Weedles4Ever@Goosaphone Well clearly it isn't a physics limitation since fish do it just fine without being pressurized. Is it a materials limitation?
I hadn't worn my Egg of Destiny in a few years now, after the heartbreak of its purple pointlight being removed. I just learned that the pointlight was brought back last year, I'm so happy :D https://t.co/HFBHpK5Uqb
I thought there was something wrong with my joints but turns out some of these classic packages have awful r15 joint conversions. These legs are from the Gunslinger package, look at how offset the knee joint is from the model ;_;
@B_Rated_Dev Yep, listening to depsgraph updates and reading the bpy data. I'm not a big fan of AI coding but for making tools like these I think it's totally valid
@B_Rated_Dev I was getting really ambitious with the user interface side of things with the blender addon, had all kinds of plans for live syncing and being able to specify what objects and collections to sync. Ended up having to put it on hold though!
@B_Rated_Dev I built a data send/receive layer that would encode and decode various types of data based on a given schema, this would be used for mesh data and texture data. Then, it would get sliced on the Roblox end, and then constructed into EditableMesh/Image assets.
I just stumbled on this cuz I finally learned about the AnimationConstraint update (it's been out for a while, but old places using Motor6Ds haven't been auto-migrated so I was unaware of the change)
An interesting side effect of the Avatar Joint Upgrade (which replaces Motor6D joints with AnimationConstraints based on attachment cframes instead of C0 and C1 offsets) is that you can dynamically scale avatar parts and the joints now respect them! Pretty cool!
I should clarify that this isn't some kind of new capability, you could still do this with Motor6Ds, just would require updating the C0 & C1 with the new scale. It just so happens that studio resize dragger also updates attachments. Pretty cool how robust avatar tech has gotten.