This is a request to any developer in this team who find this.
You (may of) heard about some of the community being against the removal of old bean, and while it is a good idea because of how unoptimized it is and how it’s strongly associated to most problematic people, why not recreate it from scratch?
So here’s my ideas about “Bringing it back” without doing it for real.
Classic Emulation
In simple words, Emulating the new bean to look 1:1 with the old bean, while retaining many of it’s features such as UGC and facial features (soon).
A setting that Emulates the animations and overall structure of the new bean body without the need to alter it heavily, such as stiffing up the torso’s rig and making it sway a bit from the movements of the head, This is customizable if you want either the new old bean body’s soft swaying movements or the classic dangling movements from rec room’s early stages of development.
This can also remove animations made to specifically transition between hand poses, such as pointing.
Improving the Looks
Lets start with the face.
The amount of affine warping for each face sprite is different too.
Before taking it off of the game completely, use the old bean’s face as a reference for the adjustments of the new bean body, make sure it’s as close as possible to the original, it doesn’t have to be precise.
also the reason why the back is arched is because of the chest in/out slider’s default, just move it all the way to the left and you are good.
I’m pretty sure that both of the current body types use the same skeleton, which means this change would have to effect FBA as well.
IMHO, I think the one on the right looks more off
I also think this is kind of a non-issue considering you can adjust the location, scale, and rotation of facial features, so you can make the new bean’s face the same as the old bean’s
Just wanna share, part of why mouths still look worse on the new bean and FBA vs the old bean, is because for whatever reason they made it so that the frames/images that make all the different mouth animations are now aligned so that the top is always in line with a certain point, rather than the middle. That is to say, they used to stretch outwards—both up and down—equally, but now only stretch down from the top, making some of the longer mouths appear too far down your face in a way that looks a little uncanny.
Have never heard the word “affine” before but looking it up i don’t think it relates to this? You might be misunderstanding what i mean—the sprites used are the exact same, but instead of the middle of each sprite aligning to the mouth position, now the top of each sprite aligns to the mouth position, and the sprites are all different lengths so this looks goofy, like your whole mouth is moving down your face, as opposed to middle alignment where it gives the illusion that it’s expanding both up and down equally. @03113