Late reply but this is how legacy is supposed to work. Roblox messes up part names when exporting humanoids for whatever reason (very annoying) so you have to manually rename the parts to match the bone and click “constraint matching parts”. The regular export deletes the humanoid and leaves part names in tact but mesh and texturing suffer.
May I ask where exactly it exports the rig? Because I still cannot find the path or anything relevant to where it exports the rig, I searched everything but couldn’t find the export data.
Does this plugin include fixing the bones’ random orientations when importing? I have my ROBLOX rig with perfectly placed joints, but whenever I rebuild the rig after importing in blender, it just has ruined bones with random angles, and it really ruins my setup. Or is there already a solution?
This is the example of my rig’s hand with the bones like this:
What is showing on your viewport isn’t always what’s registering on the animation, take a look at your keyframes and see if everything is keyed and correct:
also, make sure auto-keying is on.
It could be something else but since you only provided a screenshot of your viewport I can only think that something is wrong in your timeline/keyframes.
What version of Blender, the addon, and the Roblox plugin are you using? Also, are you using Den_S’s version or Cautioned’s?
To be honest, I have no idea what could be causing this, but I’m using Blender 4.0, the Blender addon version 1.9.6, and the latest version of the Roblox plugin and I’ve had no issues (I use r15 though). Both Blender addon and Roblox plugin from cautioned’s fork.
blender 4.1 and den_s’s version
it seems the rotation x is inverted (75 in roblox = -75 in blender)
and that y rotation in roblox animation editor is z rotation in blender xyz euler
the location is still off though