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:
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.
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.
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.
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.
@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?)
I’m not sure what you mean. You can review the source of everything to figure out how it works exactly. Geometry data is exported via the Roblox built in .obj exporter.
Are there any issues with it? The documented 2.81a API changes don’t seem like breaking changes for this addon (although I’ve not tested it).
When is there compatibility to the more modern blender 2.8 (not the beta build)
Unless the link provided is for the more modern blender 2.8 but it gets an error when trying to enable it
While experimenting out of rage,i found a method which allows you to use 2 rigs at the same time (Blender 2.80),not sure if its the most efficient way out there,but it works. Basically, import your rig,then build it,add the IK constraints you want,and the modifications you want.Once you’re done, duplicate the rig, all the meshes and bones should be like:_Rig.001,LowerTorso.001,etc… After that,select both rigs,then go to pose mode,then you can start animating.
Once you finished your animation,you have to export each animation from each rig separately. Export the animation from the rig that is named _Rig and _RigMeta,as each time it exports,it will always export the animation from the rig that is named _Rig and _RigMeta.You don’t have to worry about the meshes name,neither the bones name (at least when i tried,i didn’t had to rename the bones from the duplicated rig).
After your done exporting the animation from that rig,rename it something else,then rename the other rig _Rig and RigMeta,then it will export the animation from the second rig. And done,this is how you can animate with two rigs. I have no idea if this is the most efficient way,but it worked for me. Hope this helps.
EDIT: I also have to mention that you can animate two different rigs, you have to open blender twice(or more depending on how much rigs you want to animate),then you load the rigs you want to animate, on each of the blender files that you opened separately (open one rig on one blender file,then do the same thing to the other files you opened). After that,bring every rig you created,into one single blender file (copy and paste the rig).
Is it required to create the rig in Roblox first and then use the Blender plugin to import it? Or can the rig itself be created directly in Blender and then imported into Studio?
This is designed to animate existing Roblox rigs, you probably want to use the fbx importer built into studio (or the animation editor?) instead, I believe that can import rigs too.
I can no longer upload Roblox rigs to mixamo and as such can’t upload any mixamo animations with this plugin.
Any idea what has changed? When uploading a rig to mixamo you now have to marker certain parts on your rig (elbows, wrists, chin etc) but this used to not be needed. Even when correctly positioning the points on mixamo, it always fails to upload the character saying that you didn’t place all the markers on the rig.