Going to re-shoot this in a few days, I would like to do some edits
Alrighty!
So how do I know what parts of the model will be animated and which one(s) won’t be?
Edit: Also @Den_S, what does this mean?
As well as:
I get the first image when trying to import an animation from the Load button, and the second one from when I try to load an animation from the “Load Large Animation” button.
The plugin does not have a visual way to do that currently.
It does dump the animation sequence when you export the animation in some location, which you can still process externally to remove the joint animations you don’t want. Or simply delete the joints of the parts you don’t want to animate at all before exporting the rig, that will also work.
You should use the “large animation” button (still have to remove the other one, which only causes confusion). Make sure to paste the data on the 2nd line, for some reason it stopped putting the caret automatically at that line.
I am attempting to import animations (from Mixamo) but all of them are flipped 180 degrees (like the NPC normally will face the camera but the animation will face away from it). I don’t know how to fix this…
Rotate the rig before exporting it, the plugin does not transform the armature itself to match the HumanoidRootPart transform currently (which always faces a fixed direction in world space). That causes Mixamo to think the rig is facing the other way around.
(just additional info, apparently clicking on the lock button does the exact same thing)
Came back here to make a slight suggestion.
So as I was exporting a rig into blender, I kept getting error messages and the rig wouldn’t be built correctly. I’ve stated this issue before and the solution. But I was sort of one by one removing/changing a few things in my rig that may cause the script to break. This time it wasn’t the name but there were a few other things in my rig (which are essential, just not for the animation part so it doesn’t matter if I have to remove it or not), and a decal as well in one of my parts. I stopped getting errors once I removed everything except parts and the humanoid.
Would be great if you could prompt anyone that is exporting something into blender to change a few things that may break the script (if there are any entities in the rig that needs to change, if not, then no need to prompt a message), so they won’t get extremely confused and frustrated as I once was, may not be as necessary for advanced users but anyone that is looking to start using this plugin, I think this would help out a lot.
It should definitely be noted in the plugin that decals cause the rig to error in blender. I was stuck fiddling with a rig for a couple hours not knowing that simply removing the decals would fix the error message when I first used the plugin
I have no idea if anyone else has gotten this, but sometimes, when I export certain rigs, the bones are connected to random parts, for example, the “bolt” part is connected to a bone that is “Union.012” or “Magazine” or something.
Thanks, it seems like decals indeed cause issues in some scenarios… I’ll be sure to add some warning for it, along with some other QoL changes soonish (hopefully).
That could be caused by decals too, or maybe other objects. If you happen to figure out what instance causes it, feel free to let me know and I’ll warn about that too (or send the rig itself and I’ll check it myself later).
I’m not sure if this has been asked before…
but is there an easy way to set it so you only generate roblox keyframes for say… the arms?
There’s no easy way for that except by manually editing the KeyframeSequence
. I do need this myself too soonish, so I’ll likely add a way to easily do this from when I get to updating the plugin again.
I have updated both the Blender addon and the Roblox plugin:
- An issue causing certain rigs to not properly import into Blender has been fixed. Most notably, R6 rigs now work properly.
- The UI of the plugin has been updated to use the fancy new floating plugin widgets.
- The plugin now shows a list of warnings for things that commonly causes issues (decals, Studio settings…)
- The plugin now allows you to “disable” certain joints, just like the standard Roblox animation editor. (@GregTame)
- Various small issues were fixed in the plugin.
The changes are backwards and forwards compatible, so you don’t have to update both the addon/plugin.
i’m using this plugin for a while and when you know how to use and do animations in blender it can be very useful.
Hell yeah!
also, you got any documentation on how to use that?
Just disable the bones you don’t want to have an effect on the animation:
Aside, make sure to set the animation priority correctly for all animations.
Yeah… something’s not quite right.
i select the rig and it goes unresponsive while studio pulls 17% of 3.5 GHz
Here’s the rig model… I’ve had multiple problems with it before :T
rig.rbxm (6.7 KB)
You have a joint in LowerTorso
called Root
that links to UpperTorso
, but also a joint called Waist
in UpperTorso
that links to LowerTorso
. That causes it to get stuck. (for which I should add a check)
Additionally, you should make sure that Part0 is the parent part and Part1 is a child part. You do this correctly for HumanoidRootPart.Root and LowerTorso.Root, but incorrectly for i.e. LeftHand.LeftWrist.
The plugin doesn’t support “swapping” that currently.