Looks like some axis got swapped (but rotation matrices seem fine?). Try importing it through the standard Blender FBX import plugin (i.e. file → import → fbx), at the lower-left corner you can see some importer properties that can swap e.g. Z/-Y during import. Whenever imported properly that way, use the Map keyframes by bone name button to actually copy your FBX-imported data onto the originally generated rig.
It looks like it’s because Maya apparently aligns -X along the bone, while blender uses Y, which messes up the orientation. It could be worth trying out if that somehow fixes it (but it seems like other transforms are Z/-Y swapped).
In FBX import, there’s also an Armatures tab, which allows you to configure these parameters.
According to Maya’s docs the primary is -X (which makes sense), but try some configurations .
That’s an issue with the attachment points on R15 rigs, the rotation point is in a really odd position making animating a pain, mostly apparent on non-blocky packages. @Sharksie visualized it here nicely (and let someone fix it ): [FILLED] $100 - Fix rig attachments on all packages
Best is to actually fix the issue at its core: the R15 rig attachments like @Sharksie did, obviously.
You can also write a script to manipulate the transforms to “emulate” a different joint position if you don’t want to change the rig (be aware that you’d have to do this for every package you’d like to support) (but fix the rig instead please ;)).
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.
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.
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!