Blender rig completely breaks in studio (rigid rig)

i’m a programmer, not a modeler. and i made a character, rigged it, and everything. it works like a charm in blender.


but when i want to import it into studio, it wants to pull one of THESE

i tried following this tutorial, but it didnt work out as i wanted because to follow the way my game works, each limb.

this is my second day starting at the screen trying to fix this. PLEASE HELP!!!

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very sorry for bumping its only been a day but this needs to be solved ASAP! and ive also searched the devforum for duplicates and their solutions never worked.

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it’s been 4 days very very sorry for bumping but cmon a game needs to be made any help would be appreciated

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make sure you apply transform the mesh and armature
make sure bones have they proper parents
if that dont work

unparent the mesh and armature and keep transform
remove all vertex weights/groups from each mesh and reparent the armature to the mesh
consider using following roblox r15 bones convention

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here is video i did not to long ago for roblox r15 convention
which also covers cleanup work
speed up 2.5x

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please go over the method of attaching the limbs to the bones. in blender, i just parent it to the bone and it works there.

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do you have a timestamp so i can get a better idea of what you mean?

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  1. select all the geo/limbs first
  2. then shift select the armature
  3. make sure the armature is highlighted in scene view
  4. right click in viewport and parent with automatic weights
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this should keep the seperate parts (upper and lower arm) seprate and rigid and i can use this behavior with a rigidconstraint right?

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yes if done correctly everything should still be seperate

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ik this is the automatic approach but would there be a way of completely rigid geometry, just changing position and rotation and not deforming it’s vertices and stuff?

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yes using vertex groups most quick way without weight painting

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just confirming, THIS is what you’re talking about right? had some issues importing this correctly in studio

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yup thats it instead of the automatic ones you will need to make your own selection and name it the same as the bone

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  1. make sure your reset any animatio/transform
  2. select geo and armature unparenting and keep transform
  3. clear all vertex groups from each geo
  4. for each each geo go in edit mode select all and make a vertex group and name it
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you have to set the vertex group name to the name of the bone? because i did what was there and when i parented with empty groups it didn’t move in animation

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yes it have to be the same name as bone for each limb

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make sure everything has unique names, bones cant be named the same as an object cause that usually causes issues. I found a solution by unparenting all my parts, going through manually adding vertex groups, selecting all faces/vertices in edit mode then in the properties tab clicking assign to assign full weight control to that vertex group. Then, go through each object and make sure it has an armature modifer, if you do it right you should just be able to click through the two properties of the modifier pretty quickly for each part.

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