Hey! Today I made a horse kicking/irritated animation in blender, and it turned out fine. But then when I exported it and imported it on Roblox, the neck bones started going everywhere which was not intended at all. I think I might have an idea on why it does that, So basically the rig in blender is a control rig but in Roblox the bones convert into a normal rig so the weighting is very different. And there are two chains of bones that control the spine. One is for the lower half and one is for the upper half, and the lower one moves according to the animation in blender and the upper one is stiff so it moves everywhere according to the bone that’s at the start of the chain. So in order to solve the issue they have to sync perfectly which they do in blender but they don’t in Roblox. Here’s the original animation in blender and the one in Roblox:
Here’s what the 2 bone chains look like synchronized:
it could be that you have a hole in your horse blender is a good app but it’s very bad that you never show the holes properly, check just everything again if maybe there is a hole or if you maybe made a mistake. If that wasn’t the case then I’m sorry I couldn’t help.
I’d fix the time-scale. Looks to me that it’s just sped up. Blender has a 24fps animation speed, by default and you have 23 frames. That’s about a second, but Roblox is 60. That can cause issues
Maybe you can also add a “cooldown” after the anmation, so extend it for a little bit? It seems to me the animation is restarting too fast
Yeah I reimported it multiple times and tried adjusting it in blender a lot of times but I still have that issue. I figured out why it’s doing that but idk how to fix it
what I mean is that blender never really shows small errors or small errors are difficult to see. or maybe it’s a bug that an animation (seconds of time) isn’t really taken. Unfortunately, I have no experience of animation, but I apologize that I did not go into detail. and I apologize that I can’t help