So unfortunately I cannot include code snips rn but probably will when u see this. So recently, to take advantage of the new skinned mesh deformation features, I modeled a enemy for my game. A simple spider. I rigged it in blender and imported it into roblox. I proceed to use pathfinding service but it doesn't work. I put the same script in a dummy and it does work. It is not anchored. Now what would be the point of mesh deformation if you couldn't even use humanoid:moveto() to move them around? If you can't do that then I do not think you can use them as custom characters either.
COMMUNITY QUESTION
Are custom meshes made and rigged in a software like blender compatible with humoid:moveto()?
2 answers
I believe it does, I personally have done some custom rigs and have used :MoveTo() and it seemed to work perfectly fine. This was however with a preferably smaller rig. Although I wouldn't see a problem using it with a larger scale one too.
Answer: Yes! because it's still a part so you can move
2 comments
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So do i leave everything inside when i import? I can show u guys some snippets tonite
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yeah
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4 comments
Well my rig is a small spider
Then it should be more than capable, as long as it has a Humanoid within' said spider model.
I couldnt get it to work so i rigged it in studio
Supposedly you're supposed to rig it in studio anyway, it's a lot easier that way. (For at least).