Blender rig exporter/animation importer

I have an issue with this plugin.
When I close it, the studio crashed.

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how do i use the 2.8 version i dont understand it its weird for me and idk how to select the rig and yeah

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pls can i have the link for the rig idk how to get one its not-understandable for me. thx if you want.

I am trying to import an animation to blender to the rig doesn’t seem to be working? Something with keying.

EDIT: It is saying it cannot map rig. If that helps

Screen Shot 2020-01-05 at 16.01.17.png

how i’m i able to fix this?

This is a Studio bug.

The rig you’re trying to import has different bone (names) than the auto-generated one. Import the FBX with the regular importer and check bone names inside of the armatures. Alternatively use some other more advanced bone mapping tool in Blender.

It looks like something is corrupted/majorly incorrect there, it might be an incorrect script or a script for an incorrect version. Would recommend starting over if you fail to solve it.

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you got the 2.8 version in the discription i use 2.8? or is that 2.81? if not then thx i’ll try it anyway :slight_smile:

It’s compatible with 2.80, maybe works without changes in 2.81 (untested).

nvm thx allot for me some reason only works on 2.81 weird but thats fine i geuss.

Hmm, I don’t suppose you could fix the crashing issue since it’s a studio bug. I also noticed that if a rig has bones that have the same name it results in the rig becoming corrupt as in the bones don’t move the correct part or not moving anything at all. Might want to add that into the “Warnings”.

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Does the default animation editor support such rigs? If it does, I’ll be sure to add a warning for it (things the default editor already detects are not checked in this plugin).

Anyone else having this plugin crash studio when you close it? This has been a bug for me across multiple PCs for months

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I get this issue a lot too. This is a blender thing, as the animation in roblox will still show up fine when you export. To fix this issue, select the mesh in Blender, then go to the constraints tab on the right hand side. Go to the constraints tab and one of two things may appear:

  1. A “Child Of” constraint may already be there. Be sure the Target is set to __Rig, and the Bone is set to the correct one. It will be the wrong bone most likely.

https://gyazo.com/69d4721d9c21f4ab41063170ab21a985

  1. There will be no constraint at all so you will have to make one by clicking on “Add Object Constraint” and selecting “Child Of”. Be sure to set Target to “__Rig” and Bone to the correct bone name in your rig.

Happy Animating!

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The bones in the default animation editor work fine, it’s only the plugin that does this.

It’s a studio related bug that makes the plugin crash upon exit. I advise you to use local saves/files so saving and loading in is much faster. Always save before using the plugin, you can still save when using the plugin so save after finishing up whatever you are doing with it (though not much sense to save after finishing the importing process unless you want to have animation saves stored in the file)

I cant seem to use mixamo animation imports to the 2.8 plugin. I imported rbx animation .obj (exported from roblox) to blender, rebuilt fbx. Exported fbx. Uploaded to mixamo, downloaded the file, made sure locrot was selected and then i used impot fbx usnig the plugin but i get a cannot map to bones error when i didn’t do anything different…

And the old 2.79 plugin seems to have stopped working all together, any time i paste anim it says i must be in solo mode.

2.79 error is : RegisterActiveKeyframeSequence can only be used in Solo mode.

Will verify and look into this at a later date, thanks!

See Blender rig exporter/animation importer - #594 by Den_S

There isn’t really any difference between 2.79 and 2.80 on the Roblox plugin side of it all. Something related to this did break some months ago due to some Roblox change, the most recent plugin version should no longer have this issue, though.

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Oh wow this is so neat, I could see myself using this in the future.

Basically it only works on “new” baseplate that isn’t published or saved

@Den_S, how did you take the Vertex of a Model? If I create an animation with your plugin, even if it has only one part, it works. So you have taken his vertex, right? I ask to know if it is possible or not. All I know is that you use metadata. (P.S.: I wondered if you will make your plugin compatible with Blender 2.81a?)