Not yet, sorry. As I don’t need R6 support myself I haven’t really prioritized this yet.
My Rbx2Source tool can generate R6 rigs.
You can import models generated for it if you have the blender source tools plugin.
(Files are stored in %appdata%/Rbx2Source)
I’ll see if I can create a different version of my tool that exports to FBX instead.
FBX Exporting would be great!
I second this notion!
I’m going to look into this.
RIght now my tool is kinda tightly bound to character appearances, and rigs are assembled using RigAttachments (in a similar manner to BuildRigFromAttachments), so I’m gonna have to refactor a lot of the backend stuff to make it friendly to export with generic Motor6D rigs.
In the mean time, if you install a free Source engine game like Team Fortress 2, then Rbx2Source should let you generate models since it’ll be compiling it for that game.
Rotate the original Roblox rig 180 degrees in Studio before exporting. Mixamo applies the animation in armature space and derives from that in which direction the rig is facing, to my knowledge.
Thank you!
Very impressive tool. Here’s a running animation I did over the span of over three hours of on-and-off work.
On a partially related note to this, I just wrote a wiki article detailing Roblox’s mesh format (both ASCII and binary) if anyone is interested:
I’m having some problems understanding keyframe names in the plugin. I want to label some keyframes in my animation because that is how I get sound to play in the game I’m working on. Is keyframe name based off of blender frames or what? Super confused!
For each keyframe name you add there it will fire KeyframeReached
with the specified name at Time
(in seconds) in the animation.
The keyframe name is thus exactly what Roblox its KeyframeReached
will fire with and can be anything. It is completely independent of Blender keyframes.
So should the keyframe timing be the same as ROBLOX keyframe timing? I’m not a scripter, only an animator and visuals designer so scripting terms are very broad for me.
If I understand you correctly(?), then yes.
In the Roblox animation editor you can click a keyframe then “rename” to label it. In this editor you have to specify the time (in seconds) you want to attach a label onto. Keyframe name is then basically the label you want to give it.
Whenever I export an animation from blender, the transformations are incorrect and produce weird results. For example I made an animation in blender to be exported to roblox
but in roblox the arms and legs are messed up whenever the animation plays
which is clearly nonexistant in blender. It’s happened with every rig i’ve used so far including the default roblox rigs
There’s currently a bug where if the rotation matrix of Part0 does not equal that of C0, the rotation transforms mess up. It’s still a bug I want to fix “at some point”. Most rigs don’t really have this issue though (R6 does, but R15 isn’t).
I think that’s also the issue you’re experiencing.
When I export the rig it adds a load of parts to the rig which then import into blender and I get an error:
I made sure that the .obj import addon was enabled.
Are your Motors all parented to their Part1?
Can you send both the place file you used + the obj you exported from it?
What @ScriptOn said is also true, the plugin only seeks for motors in either their Part1 or Part0 (but probably does not cause that issue).
Btw I’d like to thank you for the importer. I was able to use the base importer to help me convert roblox animations (and thus, mocap/blender animations) into my animation editor: