Board Thread:ROBLOX help and discussion/@comment-4196050-20171208150623/@comment-35062802-20180708042448

"Hopefully this isn’t fully intentional because it looks quite awkward. Animating this is non sense… The joint isn’t placed at the elbow where it should be, should be a quarter more to the back and the inverse for the knee. Even if the joint is placed properly, now the arms are super short when bent." -Plutonem

Hey. I'm back. I found out, I was complaining about Anthro, but the new R15 has incompatible bendy joints. Also, I criticised the new R15. Sometimes Anthro was scrapped, due to receiving backlash, but New R15 has its flaws. '''The problem is that bendy limbs were reduced, causing DevForumers are complaining about that, even Plutonem! making the bendy joints won't go blend. If you want to bring back those bendy limbs, you need to go to Studio, you find that Humanoid from BodyType, and you NEED to set 0 to 1 from Anthro.''' Also, when Roblox added Anthro from BodyType set to max, some DevForumers were complain about. Keep in mind that updated avatar rig has incompatible with elbows and knees, but on Ninja Animation idle, the joints were really massive gaps between idle animation, except on catalog with bundles. But on old R15 rig, the joints were blending in each other. Despite being optional, but the bendy joints doesn't. And despite being scrapped, but they intentionally set BodyType to 1 on Studio. But it doesn't, and worse; if you joined any games that are R15 mode or Player's Choice, the bendy limbs were already shortened, when bent, all over again!

Edit: Well, I think they thinks that Roblox + Anthro = mix, due to Anthro was a blocky characted, hypocripsy is the finest, because Roblox got its name from the portmanteau of "robots" and "blocks". Therefore, Anthro wasn't meant to be blocky.

Here's a side by side comparison between how bendy joints were reduced. The one in the left is Old R15, the one in the center is New R15 rig, and the right is  New R15 rig again, except I set BodyType to max.