As a Roblox developer, it is currently too hard to . . .
re-use animations if we want to change part names in the animated model. We’ve needed to do that because we’ve after-the-fact decided something needed to be a humanoid and needed torso/head instead of base/joint.
If Roblox is able to address your issue, how would it improve your game and/or your development experience?
We’ve had to do some ungainly code hacks to avoid having to re-do a lot of animations. We wouldn’t have had to do that.
Being able to import an animation, re-name its tracks, and export it again would solve our problem.
I believe this might already be possible. After importing an animation, use the “Save” option. This will create a KeyframeSequence object under Dummy.AnimSaves.
From here, just rename the Keyframes inside and then use “Load” and finally just export.
Granted, this isn’t super intuitive and should maybe be a feature of the editor itself.
It’s worth noting you can use this for other cool stuff like mirroring or reversing animations.
The save files arent magic from the plugin. Everything you own in studio can be manipulated.
In this case, the plugin outputs a KeyframeSequence full of Keyframes which can be renamed to do what the OP has suggested. I agree that that there should be a retargetting feature built into the current editor, but it is rather trival to do on our own now