This would be an issue 3D-wise. But I am not sure if it would be an issue animating wise. Animating wise there was a different issue.
There was this mini-Roblox DevET Event for animating. And so one approach I wanted to take is to just export that Skinned Mesh and put IK on it. I did that though but the output was broken as well.
If the export would be 1:1 correct, I don’t think I should have been able to encounter any issues. So, I will also put the the .blend in the Private Message.
Re-production Steps
Go to the Avatar Tab and insert a Skinned Avatar
Export the Skinned Avatar as a gltf
Import it into Blender
Create a random animation
Export the animation
Try to import it into Roblox Studio
Expected Result
In theory, this should have no problems.
Actual Result
The export has the neck broken, and the re-import has everything about the animations broken. The import itself doesn’t play the animation properly on the import’s own model, not just when you transfer it to a Skinned Mesh Rig.
Update on this: The export issues should be fixed, but we’re still working on some of the animation import bugs that you’re seeing! We’ll have some fixes to those issues rolling out over the next couple of weeks and will keep you posted.
glTF import and FBX import have different flows on our end, so the timelines are not necessary linked!
Until we actually find and fix the bug it’s tough to guarantee exact timelines, but we’re working on both issues!
I actually thought that I might have done something wrong, but if you confirm these are bugs then I am happy to hear that the idea I had wasn’t done in the wrong order.
So, once fixed would that mean that I can re-export from Blender without having to re-export from Studio into Blender and stuff?