Just realised that it’s been a whole year since the report and it hasn’t been fixed up yet. All of the directions for cubics are just reversed. In, Out and InOut
Ironically, using the old Animator Plugin that buildthomas published (The Legacy one) seems to display the animation position correctly.
It seems to be a personal frustration for me and many others that this bug is still yet to be resolved. Roblox needs to step up their game here: Many animators rely on the official Roblox Animation plugin to create their animations due to the presence of its simplicity and efficiency.
All of us here would be looking forward for any response on this specific issue. It is ridiculous that this has been prolonged for so long.
Can verify this has been an issue for a good while.
A simple, if not hacky fix, would just be having the animation editor invert the easing for cubic keyframes, at least until the root of the problem can be found.
This is likely related to the choppiness of “Cubic” on InOut, too, which has been occurring the past year. It really makes easing styles completely useless, which is a shame because they made a big deal out of it when it first came out. If they could fix this along with adding a few more easing styles like the Moon Animator has, it would make animating a whole lot easier.
Update, it still is broken plus inverting the easing style does not actually fix anything. When i invert the easing style in the animation editor, the resulting animation that plays in the client is still not as smooth as it was in the animator before flipping the easing style. It’s not great to know that i cant rely at all on the roblox animation editor anymore and instead have to export from other applications.
It is a fairly simple process. If you made your character in blender then it should require no extra work, just open up the animation editor and import the animation from FBX after exporting from blender with the Bake Animation option (One animation per FBX file only). Make sure to export them without animation first.
If you want to animate a roblox rig you will need to first get a character rig for r15/rthro/etc and then export from there. In all honestly, since this issue has persisted for such a long time, it is probably a better alternative to just use blender or other animation plugins/tools.
This post is fairly outdated since you can natively import FBX animations now, but you still need the Blender plugin to be able to get the character rig in Blender without making it yourself.
I’ve asked Roblox Staff and sadly, it’s been confirmed that this will not be fixed. However, their response does mention a pretty good feature that can mitigate or entirely solve the issue:
Even using this it doesn’t turn out perfectly. My solution was to just copy EACH INDIVIDUAL frame from the original and have it linear. Not easy, but it definitely works
This is still an issue, and I really need this fixed as i need to use this to animate mesh deformation rigs. I’ve investigated and experimented, the issue is just animation editor showing you the wrong directions. So, in my opinion, the fix would just be in making the plugin show you the actual easing directions. And on top of that, correct animations with the wrong easing direction.
There’s a better way to do this. My friend told me there was a way that you can animate an object and blender, and then import it into Roblox. There’s a tutorial on how to do this, but you need a blender plugin and Roblox plugin. It works great!
Well yes, I already considered that option, and I tried it, however the rig is setup in a way that doesnt allow me to animate in blender and import it to Roblox, this is done to bypass the tri count. So the only way to animate the rig is using Animation Editor, which right now is in my opinion the worse animation method on Roblox right now, especially due to this easing direction issue, of course, there’s other problems with it but this is the greatest one yet.