Blender rig exporter/animation importer

Hey so im having an issue that the r6 rig bones is not well rotated, anybody knows how to fix it?

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This is just standard issue with r6, if you don’t want to deal with that use Nodes Only

Hey @Den_S! I’ve sent you a tweet regarding this issue a bit earlier, though I’ll repost here additionally for reference.
An animator in a studio I work for has been using your blender rig exporter plugin, but has been receiving an error when attempting to export a .rbxm file with a custom rig.

I’ve identified the issue, and it seems to stem from the fact that the plugin does not support Motor6Ds which aren’t directly parented under a BasePart - I.e., they don’t work if their parent hierarchy is BasePart.Folder.Motor6D rather than BasePart.Motor6D directly:
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You’re supposed to move the bone below it that is sticking out

you also need to limit the rotation of the yellow bone (the one that has the IK constraint on) to prevent it from breaking to the side

blender_Eob2tSQERM
(if it doesn’t bend even after that, you need to slightly bend the yellow bone in edit mode, don’t do it in pose mode as it might revert back to the usual behavior of being stiff if you reset pose)

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Thanks, noted this limitation in the 1st post for now to hopefully help others that may also run into this limitation! Currently the Motor6D has to be a direct child of the parent part in the rig tree (typically its Part0).

Oh, thanks. 30303030030330030303030

Has anyone had success with Mixamo recently? I’m on Blender 3.2.1 and it doesn’t seem to work anymore. Keep getting this error after exporting my model (as FBX), then importing animation from Mixamo:

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I’m on Blender 3.2.0 and it works just fine. The problem is that Mixamo adds numbers to your bones in your animation, so the plugin in Blender doesn’t recognize the bones and won’t map the rig. But, there is a solution!

Step 1: Make a new Blender file to import your animation.

Step 2: Import the animation with default settings.
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Step 3: Open the rig as shown in the video.

Step 4: Rename the bones in every bone collection by removing the numbers.

Step 5: Export as FBX

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VERY IMPORTANT: UNCHECK ADD LEAF BONES!

Step 6: Import the finished animation back to your rig in Blender while using the keying set “Location and Rotation”.

Hope this tutorial helps a lot, have a great day (or night.) :slightly_smiling_face:

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i have problem
Python: Traceback (most recent call last):
File “C:\Users\doros\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\V5aBemWL.py”, line 490, in execute
create_rig(self.pr_rigging_type)
File “C:\Users\doros\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\V5aBemWL.py”, line 297, in create_rig
meta_loaded = json.loads(bpy.data.objects[’_RigMeta’][‘RigMeta’])
File "D:\SteamLibrary\steamapps\common\Blender\3.2\python\lib\json_init
.py", line 346, in loads
return _default_decoder.decode(s)
File “D:\SteamLibrary\steamapps\common\Blender\3.2\python\lib\json\decoder.py”, line 337, in decode
obj, end = self.raw_decode(s, idx=_w(s, 0).end())
File “D:\SteamLibrary\steamapps\common\Blender\3.2\python\lib\json\decoder.py”, line 355, in raw_decode
raise JSONDecodeError(“Expecting value”, s, err.value) from None
json.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0)

Does anyone know how to solve this issue when importing a view model animation from blender using the plug-in? The parts move in blender , but when imported it doesn’t

Are you in a team create enabled place?

Are you getting any errors inside of the studio plugin?

I am in a team create enabled place.

Strangely enough, I didn’t seem to have the number problem.
This is my current issue, when exporting from Blender into Maximo, this happens:

Any ideas?

Try flipping the y-axis orientation of the rig 180 degrees in Roblox Studio and set the position to (0, 3, 0), then try putting the bones on the rig in Blender again and export to Mixamo.
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(Edit: 8/12/2022)
Also, don’t worry about the loading screen; it should work as long as you export with the animation. I’m not exactly sure why Mixamo doesn’t render Roblox rigs correctly. But, in this case, the preview isn’t needed.

Still doesn’t work for me, I don’t know what to do at this point so I just don’t bother with it at the moment

That would be your issue, to be able to use this plugin without issues you need to run it in a place that doesn’t have team create enabled & no scripts in it

Does this use frames or seconds?

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There’s an error it keeps saying "Cannot map rig, the following bones are missing from the source rig. Head. I’ve tried using sample rig from you and the problem still remains, I can’t find any solution because there’s no one having similar problem like me in devforum

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You can do a batch rename to get rid of the numbers in a flash:

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