Animations imported from Blender into Studio produces excess KeyFrames in the AnimationEditor

  1. What do I want to Achieve?

I want to import an animation I created from Blender into Roblox Studio

  1. What is the issue?

Here is a screenshot of the animation from Blender:

When I import this animation, which was exported as an .FBX file, into Roblox, it produces a massive amount of extra KeyFrames inside of Roblox’s AnimationEditor, like so:

Condensed View To See Individual KeyFrames:

Extended AnimationEditor Window:

I am unsure of what is causing this issue, as I am new to using Blender, but have tried looking up similar issues.

  1. What solutions have I tried thus far?

Concerning this post, it appears that some people have had similar issues, and I tried what the two most upvoted comments inside of this thread. What was suggested was Disabling Force Start/End Keying in the export window, as well as switching to the nonlinear animation tab and pressing the “Push Down Action” button and then exporting.

Both of these did not work, so if anyone has any suggestions or an alternate way of exporting/importing animations, it would be greatly appreciated. Thanks.

1 Like

When you are exporting from blender scroll down to the bottom of the export settings and unselect bake animation. I think this should work, but the animation might play differently in Roblox and Blender because the keyframe interpolation is different.

if there are too many keyframes… cant you just delete some?

I think if you change the interpolation(?) to constant (it will make the animation very choppy)
and then import it, then change the interpolation in Roblox studio to linear, it would fix it.

but try the post above first

That has been my go-to solution. I am just confused because as I continue watching more tutorial videos, this has not been an issue for the majority of guides I have seen on the subject. Coupled with the fact that most people use Moon Animator for importing Blender Animations, there is not a lot of content for use with Blender and the Default Roblox Animator.

I tried this and upon importing the .FBX file into the animation editor I was left with only two keyframes, one at the start and one at the end. For some reason, the animation, when placed upon the rig I exported to edit in blender, spread apart all of the rigs limbs. I am unsure if that makes sense. However, this issue happened with all other animations, and not using the blender import/export Roblox plugin, so I think it is not an issue with your method, maybe something to do with the Roblox Animator.