Playermodels, and a package that isn't 460MB

v379386
10 September 2026
21 changes in this update

Added

11 changes
  • Make a playermodel out of anything you have modelled - a character you can walk around in, driven by the animations s&box already ships.

  • File > Make Player compiles it and writes a test scene with a floor and a player wearing it. Press Play and walk around.

  • Your model keeps its own shape. The built-in character's skeleton is fitted inside your model, so the animations only bend joints - a stocky robot stays stocky.

  • Help > Start Playermodel Tutorial walks it through in plain English, with an example robot to practise on, or start it on a model of your own.

  • The console names any bone whose spelling the animations did not recognise - almost always a typo, and the only place you would be told.

  • Transform handles in the viewport: drag arrows, rotate rings and a scale handle instead of typing three numbers. W, E and R switch between them.

  • Remesh reduces a dense import to a triangle budget, so a scan or a Meshy generation can finally be sculpted, rigged and compiled.

  • Subdivide is on the Rig bar now, where a too-coarse joint is actually found.

  • Marionette animates whole parts, not just bones - a door, a lever, a magazine, on the same timeline as the hand that works it.

  • A clip can hold several objects, each with its own skeleton: pose the hand, the weapon in it, and that weapon's bolt in one clip.

  • Marionette imports OBJ files split into their parts, with no .vmdl to compile first.

Improved

4 changes
  • Dense imports are workable. Hovering, picking, dragging and sculpting a million-face mesh are each under a millisecond now.

  • Hovering an imported part no longer freezes it - 237ms down to under a tenth of a millisecond.

  • A sculpt dab on a million-face body went from 148ms to 0.3ms.

  • Parts load and rebuild four to ten times faster, with far less memory churn.

Fixed

6 changes
  • The package was shipping 434MB of modelling scratch that had no business in it. This revision is 10MB - updating reclaims the rest.

  • Rigging an imported mesh made every compile fail, if the mesh carried vertex colour.

  • A model compiled from an OBJ could arrive lying on its side.

  • A rigged model's collision stayed where the model used to be. It follows the bones now.

  • Deleting parts of an imported mesh is no longer slower the more you have deleted.

  • Deleting a group of selected parts removed only the one you right-clicked.