Unfortunately we haven’t been able to investigate that root part issue yet, this may be an issue with animations incoming as a whole as opposed to just the actively maintained 3D Importer. I’ll make a ticket with this feedback though and feel free to DM me the FBX file to repro the issue!
One thing is that ImportFbxRig is actually an older Lua API that uses different (and no longer maintained) FBX import code than the 3D Import tool. I recommend switching over to the 3D Importer if you can, and letting us know if you have a feature request or feedback for that tool.
I’m not too well-versed in animations to be able to address all these questions, apologies
I’ll try to forward these thoughts to the relevant people, but some thoughts that might help in the meantime:
If using the 3D Importer to import your FBX, the animation should appear as a node in the import hierarchy. Once imported, you don’t need to import this animation through FBX again. Instead, in the Animation Clip Editor, choose the “Import from Roblox” option, and choose the animation from your inventory (it’s uploaded their as part of the 3D Import process)
A new change i would love to see is a major overhaul to the error messages. This gives literally zero feedback on what went wrong as there is no info on the error codes for the mesh importer, you can’t even play the guessing game. Its a major annoyance
Adding a list on what each error means, or just changing the messages to be much more explanatory would be an excellent update
Are you importing the model with it?
I import a lot of FBX animations, and you need the model in the animation.
You can’t (at least from the times I’ve attempted) import just an animation.
It should be the animation and the model in the same FBX.
I can’t make bug reports, but I import a LOT of animations. What they are asking about is the import in the animation editor, which is what I prefer to use since it works properly.
The animation import on the avatar quite often reverses the animations from the rig, so when you play the animation, it flips the model facing backward before playing it. It’s pretty much always been this way for me since the feature was added and I’ve imported dozens of animated rigs and had this problem with every one of them. All custom rigs, no R15 or anything like that.
So for me, the avatar importer for importing animations has been largely useless. I import the avatar, but then I have to take each of the animations and import them with the animation editor.
I’ve tried importing the model both backward and normal, then using the animations that would technically be correct, but that doesn’t work, I’m pretty sure all the movements are backward that way.
Not sure if it matters, but they’re animated in Maya 2023. I don’t really use Blender.
Is there a function or a way where, instead of it all Uploading the Animations. I can get all the KeyframeSequences and put them in the Workspace instead, or something?
ImportFbxRig function doesn’t seem to do that, and I think it’s outdated, maybe should get deprecated.
I’ve been using the 3d importer more recently and noticed I can’t change collision groups in the menu that pops-up, rather I need to do that after importing. It might be a good quality of life thing to be able to set collision groups in the importer. It’s not a big thing, but yeah.
@NoobFragged can you DM me your rig and i’ll take a look?
I’m curious why you are doing this. The animations should have been uploaded to the Toolbox on import. Is this purely to edit them? I want to make sure we support this workflow if there’s an alternative reason.
IF I use Avatar Importer and I import a skinned mesh FBX with animations in it, those animations ARE uploaded to the toolbox. However, NONE of them work properly. The skinned mesh and the animations end up with opposing directions, making it so that when I play the animation, they flip the skinned mesh around 180 degrees and play the animation backward. I’ve had this happen with every skinned mesh I’ve ever imported with the Avatar Importer (I’ve lost count, but dozens at minimum).
Therefore, the only way to get the animations to actually import properly is to use the Animation Importer inside Animation Editor afterward, which actually imports the animation correctly to match the avatar.
When you use the Animation Importer, there’s an option to select:
I can click “Selected”, and that animation will import properly.
My first guess was that Roblox was flipping the mesh when I imported it, so I tried flipping it 180 degrees and then re-exporting it, but this persisted no matter what, even if I rotated the mesh but not the animations or any of multiple ways I attempted to export/import it.
I have yet to get the Avatar Importer to import animations properly, but the Animation Importer inside Animation Editor works perfectly.
This issue is not with Roblox normal avatar rigs, though it does apply to my custom avatar, so it’s not a standard rig, it applies to skinned meshes with animations. They are not like R15 or anything like that.
Not really for editing, it’s just how I have to get them to work.
I import them then publish them.
The ones in the toolbox by default never work for me, and the number of rigs this has applied to has been more than I can recall.
I keep having the same issues with failed uploads. It’s really frustrating and it’s been going on for a while! I contacted roblox support because frankly I was tired of waiting.
Support, what is the point of seamless updating meshes, but without option to modify part material or color… we need to work with Plastic, or else we loose the benefits of blender uploader