Blender rig exporter/animation importer

Do you get any errors? Without more specifics I cannot help you. The addon has only been tested on 2.80, though.

This sounds like something significant changed on Mixamo’s end. I may look into the underlying cause at some point, but it may be worth reaching out to Mixamo first to figure out why the rig is suddenly being rejected. If they provide a reason it’d be easier to potentially adjust something on the addon’s side as well, if Mixamo isn’t intending to make it compatible with the addon-generated-rigs again, even though those rigs aren’t anything special.

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Plugin works perfectly fine with Blender 2.82. Must be something wrong on their end.

I can’t import my animations from blender into roblox anymore, I don’t know why.
When I try, it gives me:

I tried to select other parts of the animation to upload but got no luck and instead get a JSON error or something about arithmetic.
I’m not sure if this is on my end or roblox’s end.
@Den_S Please help.

This can either mean a plugin/addon version mismatch, or something went wrong during the encoding/decoding of the animation data for whatever reason. If you have a simple case where this goes wrong (animation of a few frames), what gets put in your clipboard when trying to export the animation from Blender?

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snipped, because people other than Den_S want to try and take my animation.

Whenever I export a R6 Rig and load it into Blender, the face of the R6 Rig don’t appear. I need the face mainly because when I’m making animations I need to be able to tell where the head is looking at

It looks like this output is indeed invalid, so it must go wrong earlier in the process. Can you upload a .blend file with the rig, that whenever you export it, this output is generated?

This is some Roblox .obj exporter limitation, you can still apply some texture to the mesh in Blender manually, or use vertex painting to quickly create a direction indicator.

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How would I apply that texture to the whole entire mesh though? I do see the Dummy Texture PNG file on my Desktop btw

Awesome plugin! I use this all the time when testing cool ideas that I have in my head. I noticed my studio stopped crashing after closing the plugin, don’t know if studio updated or you fixed the bug or something else, but it’s much more enjoyable now!

Love this, keep it up!

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If I recall correctly, Blender 2.8 had some issue causing textures to not import correctly, not sure if that’s been fixed yet. Otherwise you can manually create a material and apply the texture yourself using standard Blender tools (I think the UV of each vertex does import correctly.)

I think the original bug is fixed in Studio now, which definitely is great to see!

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@Den_S, i am asking it me: how exactly work your animation exporter? Normaly we can‘t modify solo vertices in studio, and when we play ours animations it really look so smooth, we can se that we modify the position of all single vertex. Now, my question: How do you have attempt this? I know that we can‘t modify the position of a single vertex without change or use a better render system, so i am just asking?

It doesn’t animate singular vertices, only parts in its entirety (like the regular Roblox animation system). There aren’t really any restrictions on how “smoothly” you’ll move parts in Roblox an an engine, the smoothness all comes down to the underlying animation (blender has better tools to produce more naturally smooth animations compared to Studio’s built-in animation editor, which requires many manual keyframes for certain animations).

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So, not sure if there is something you can do about it, or if its just a fault on studios end, but importing animations from blender back into Roblox studio when TC is turned on isn’t working (importing in places where TC isn’t turned works just fine, its just a minor inconvenience having to store models in a non TC place). Basically what happens is when you “paste” in the imported code you get from blender into the popup script, nothing happens, that’s all. Exporting rigs works just fine, just importing animation doesn’t work.

Edit: btw I am using the latest Blender, version 2.82a, not sure if it matters but thought I’d attach that here.

My wild guess is that TC’s script collaboration features are basically in the way of the plugin detecting that the script has changed. It’s probably possible to work around it by exporting and importing from a file (studio has proper APIs for that now), but that also negatively affects the workflow in my eyes.

I’d strongly recommend using a separate place in all cases anyway, as using this plugin will run the place simulation. This can mess up the plugin’s behavior if other things are interfering with it, such as game code, or other physics activity (which might also be the cause here).

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Nope, i now am asking me one thing: Does this work with custom models? I have a wolf model that i want to export in blender, but i always become this error message in the output: Plugin_716953901.RbxAnimations.RbxAnimations.RigPart:36:stack overflow. I have the last version of the plugin, and i normaly rigged my model. It has a HumanoidRootPart (Primary Part), Humanoid and i insered a Animator in the Humanoid as i have see that the default dummy model has the same, but it still don‘t work. Now: What i am doing false?
I need my model for tomorrorw, so pls i need help!

It probably has looping joints, make sure the rig loads in the built-in animation editor.

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The LowerTorso doesn’t seem to be moving and is preventing movement in my animation. Is there a fix for this?

Edit: I’ve followed the tutorials correctly. Here’s a gif of the issue.
Edit 2: Just fixed this issue by downgrading the version of the Add-On.

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First want to say:. Thanks you very much! Then, now the video is broken.

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Hi, I am getting issue where I move the bones and none of the limbs are moving, here’s the gif: https://gyazo.com/69e77a9d815cb4834fc03d03fcf239d8

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You most likely left out the HumanoidRootPart when exporting. In studio, make the RootPart visible (Change the transparency) then export then import to blender. After importing it, select the HumanoidRootPart and hide it (Click “H” to hide selected objects). After all of that, you should be good to go.

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