Blender rig exporter/animation importer

@Wr0ngSaint it’s probably animated incorrectly. You may have made a animating mistake while developing the entire animation that you were wanting to make. Im not sure if it’s technically a animation error but I think that is the case.

Hello. I would really love to get that walk animation by default into our game!

Why can’t I upload animation to roblox more than once each time I open a file? I have to close and open the file simultaneously just to upload 2 animation.

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I’ve managed to fix my previous issue, but now when I try hitting the “rebuild rig” UI, all the sudden this pops up. How can this be fixed?

Hello, Thanks for this great tutorial and plugin! The original plugin works for me in blender 2.8 but your mixamo adapted one (which I would prefer) will install but not show up when importing a rig. Also when installing the addon it says 2.8x update required (I have the very latest 2.8 update) any ideas?

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Hello. Thanks for this tutotial looks great! I am quite new to rigging and animation in roblox but trying to learn. When I export a rig from studio using your plugin, and then importing it into blender 2.8 like described above, I ONLY get the rig, I see no model, nor bones as I can see in your pictures. I confirm that after exporting the rig from roblox, there is np model (I tried importing it using the ‘regular’ obj import funktion. what am I doing wrong?

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Hi, so this tutorial has been working ever since I first saw it but now when I try to export the rig, a random part appears at the feet of the rig. Does anyone know what the problem is/how to fix it?

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Just turn off the plugin using the x button. Then it will all disappear.

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Yes, I did. However I am trying to export it and when I select it with the plugin again after closing out the plugin the part re-appears.

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There’s 2 features that I hope it will have soon:
Allow Roblox animations to be imported back to Blender;
Only export keyframes on animated parts instead of all parts when imported to Roblox such that we don’t have to manually delete unwanted keyframes on certain unanimated parts.

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There is something you do with exporting Welds, you connect the objects together into the same bone so the objects move in sync when you move the bone. Could you apply this feature for WeldConstraints too? I can’t believe you haven’t already done this

Also why do I keep getting “Joint connecting” errors with motor6d’s inside folders?

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I have problem with exporting animation, I made my own IK by adding bones but whenever I try to export it, it would always have an error pop-up.

(EDIT: issue resolved)
(EDIT 2: issue is back, would like to know possible solutions to this problem as I keep encountering it, and my alternative method of fixing it does not have desirable results)

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for some reason when i import my viewmodel animation to roblox, it gets a little bugged? would appreciate if anyone knew why :]

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For the most part the plugin hates it when you add bones, though I have had some success with it when I do not change any of the parenting of the pre-existing bones

That, could be one of quite a few issues, can you check if any on the parts are anchored aside from the Root Part?

I’ve been using this recently and ran into a problem how would I export roblox default walking animation or like a other type of catalog animation to a blender roblox rig
help will be appreciated

Sadly from my experience we can’t do that

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The blender rig exporter plugin seems to have no flaws. In the end, my IK was successful and able to export the animation data, you only need to have bits of knowledge and testing with blender’s bone constraints. It mainly exports data in the rig that you rebuilt, name will usually be _Rig. The main problem is messing with the hierarchy of the bones such as changing the offsets will screw up the exporting, but that is easily achievable and can be fixed.

does the addon work for the latest Blender 2.9 release?

No, only the humanoid root part is anchored