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DevForum4 months ago

Avatar Joint Upgrade (AJU) Phase 2 Rollout & Updated Migration Recommendations

Summary

Roblox is rolling out Phase 2 of the Avatar Joint Upgrade, replacing traditional Motor6D joints with physics-capable constraints for improved movement. While developers can temporarily opt out, a full forced migration is planned for the end of the year, and new scripting recommendations have been provided to avoid performance issues.

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DevForum
Neutral0 eng

you and i both know there’s gonna be more

DevForum
Neutral0 eng

This topic was automatically opened after 10 minutes.

DevForum
Neutral0 eng

So you’re now breaking games that rely on Motor6Ds for an update that’s chiefly meant for “realism”. Why can’t this remain opt-in?

DevForum
Neutral0 eng

i would much rather this be opt-in, but i guess we don’t get that at this age of roblox anymore

DevForum
Neutral0 eng

Why is this a “temporary” opt-out? Why can’t there be both the old, and the new systems. This doesn’t seem like a necessity to force at all.

DevForum
Neutral0 eng

Automatic opt-out for existing experiences please.

DevForum
Neutral0 eng

I don’t see any need for this to be a forceful opt-in feature. it’s always possible to just keep the disabled functionality. why isn’t this possible?

DevForum
Neutral0 eng

Great update! Can’t wait for phase 3.

DevForum
Neutral0 eng

R6 is unaffected right? [max char count]

DevForum
Neutral0 eng

Nice! I don’t see any glaring animation issues anymore when this is enabled. How are ragdolls supposed to work though? When I set the AnimationConstraints to be not kinematic, movement becomes extremely wobbly and bouncy. It’s funny though! :3

DevForum
Neutral0 eng

Zacgamingpro1234_Dev: R6 is unaffected right? [max char count] Yes R6 games are unaffected. avocado: How are ragdolls supposed to work though? When I set the AnimationConstraints to be not kinematic, movement becomes extremely wobbly and bouncy. I’ve gotten the best results by keeping the Root.IsKin

DevForum
Neutral0 eng

I was worried about that at first too, but it’s actually VERY easy to convert. Just do a Find-and-Replace search in your scripts. Wherever it says “Motor6D.C0” change it to “AnimationConstraint.Attachment0.CFrame” and everything should animate smoothly again. EDIT: I am trying a different approach u

DevForum
Neutral0 eng

i guess, whatever at this point. hopefully this is the last forced change that will cause breakage, since surely the avatar system should be in it’s peak ideal state according to the platform views. this really is just exhausting.

DevForum
Neutral0 eng

so at this point if you aren’t continuously babysitting your game then it’s dead and also broken stop it

DevForum
Neutral0 eng

im assuming this only applies to avatars? surely things such as viewmodels wont be broken because of this right?

DevForum
Neutral0 eng

hands are BAD... In my opinion the joints too 👎 reject my message if I'm wrong. I am only for good updates rather than bad ones.

DevForum
Neutral0 eng

this has nothing about the hands at all

DevForum
Neutral0 eng

this is nice, but what about r6? does r6 have rig support yet???

DevForum
Neutral0 eng

This announcement explicitly warns against doing that: Homeomorph: Do NOT modify RigAttachment.CFrame or Attachment0.CFrame for procedural Animations.