Blender rig exporter/animation importer

If you want to scale the position transforms of each keyframe you can use (for example) the graph editor for this in Blender.

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The Blender addon has been updated to support the release version of Blender 2.80 now, see the opening post. The UI has been changed slightly to adapt to additional Blender 2.80 UI changes too.

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having problems importing fbx animations from mixamo, it’s about mapping them, blender 2.8: i press the “Import FBX” button from the addon tab and i select my file that i downloaded directly from mixamo (on the roblox character), and it gives an error “Cannot map rig, following bones are missing from source rig: list of all bones in roblox character” it’s frustrating because when i normal import the fbx it shows that all names match and movement is perfect, i just can’t map it to the roblox rig, “names aren’t matching” or something? is anyone having issues with this? (i followed some new youtube tutorials too and they seem to be working fine, even copying the exact steps, most of the videos are the same)

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I cannot reproduce this, rig mapping still works for me. If you’re certain that the names between the generated rig and the imported rig match exactly, send the blender file + fbx file with the rig you’re trying to map onto it and I’ll check out what may cause it.

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Punching.fbx (272.3 KB)
this is the animation fbx i downloaded from mixamo, assured by 2 video tutorials from this year it is exactly as instructed.
just trying to map it to a normal roblox rig created by the default roblox animation plugins rig builder and exported to obj with the plugin provided here

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The bone names do not match, your fbx file appends 1 to each bone name:

image

(plus I believe you should only export/import the armature, the parts should not be exported/imported as they’re not a skinned mesh)

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thank you, i fixed the problem, it had something to do with the dummy rig i exported, but now theres another problem, which was there before, my studio lags and crashes after i close the plugin (click on the plugin logo on the plugins tab in studio), would you know why that is? i pasted the code given by the animation export, then it said animation was saved but when i closed the plugin it crashed

The crash on closing the plugin is caused by a Roblox bug.

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Awesome! Can’t wait to work in 2.8 now :ok_hand:

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So just got onto this and when I clicked on the pastebin link it gave me a line of python text but no download. It also isn’t specified what to do about this so, help…

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copy the whole code, create a new .txt (text document) and paste it all, save it as “AnyName.py” then open up blender, go to addons and install it from the AnyName.py file, the post says it all, read through carefully

@Den_S Oy, how do I get rid of these spammed “[RBX Animations]” buttons? I tried running scripts multiple times and and I thought the “Rbx Animations” category wasn’t show.

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I did that and blender just corrupted

go to the addons tab and search for “animat” or something, you will see multiple roblox addons installed and just delete them one by one

Can you elaborate on what gets “corrupted” exactly? The steps @Wingboy0 gave should work fine (alternatively, just Ctrl+S in your browser to save the script directly, make sure to save as .py, not .py.txt).

If I re-size an animated model in blender and it has constraints and I export the animation will I be able to put the animation on a smaller sized rig?

It’s easiest to just try it out and only post about specific issues you experience with it.

Generally the addon ignores scale transforms on the individual bones (as Roblox doesn’t support that currently), but if some other scale transform (or whatever other operation you perform, such as IK constraints, or curve modifiers) causes the bone position and/or rotation transform to change, then the effect of that transformation will be exported as well.

As scaling the entire rig will cause bone nodes to move around relative to (away from) their parent bone, that’ll thus likely cause the bones to move around when being exported as well (but character itself won’t be scaled up).

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Is there a way i can scale down the rig + animations and have them work properly? The animation is using IK

I still don’t know what issues you’re experiencing exactly, post your specific issues and I may be able to help you.

I’d just avoid scaling the rig in the first place, though.

Blender

Studio

The animation seems to be offset

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