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Hello so i’m currently having a issue here, where it all works when its “Big” but moment its scaled down it breaks, i have taken it outside back into Blender to make it the exact size i need it but even when doing so, roblox auto make it big or tiny, but the moment it goes anything below the big size it all breaks

Big >https://gyazo.com/8266b5a13ef5fc245bd019c5468431c7.mp4 Works fine

Small https://gyazo.com/9566058bdd0b904441aaed1312d903c7.mp4 Doesn’t work fine

Small but removed some of the animation tracks that were used for the front, https://gyazo.com/ef9d04a587254b70868a100bbc1edcb8.mp4 Tail works, Rig looks fine, So is this a animation issue?

Do you use Blender to rig? Bones have coordinates that they are binded to in order to move the mesh accordingly. When exporting, look to the right side of the window and there should be a scale option. It scales the model’s size when exporting it. If you want 2 different sized rigs, you unfortunately will need 2 rigs to work with.

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I’ll give this a try see if it works! would be a shame if it all needs to be completely redone!

It just keeps uploading as Big, Even when i set the scale small? this is using the “Avatar importer” “Custom” Maybe i’m doing the scale size wrong, what would be the correct size for a roblox avatar height? as i’m aware in blender (1 meter in Blender = 1 stud in Roblox.)

So managed to get it smaller to a normal size, but ran into a issue again https://gyazo.com/c1343b719e37114c3795d9f6780b936a.mp4

Solution, Make new Animations.

You can scale an animation using this process:

  1. Before exporting the animation to roblox, load the animation on a rig. Save the animation which will store the animation in the rig’s AnimSaves folder.
  2. Select the saved animation in the explorer pane. Put this code in the Roblox studio command bar, adjust the SCALE variable to the desired scale, and run the command.:
    SCALE = 5 for _,v in pairs((game.Selection:Get()[1]):GetDescendants()) do if v:IsA('Pose') then local cf=v.CFrame v.CFrame=cf+(cf.p*(SCALE-1)) end end print('Scaled animation by:',SCALE)
  3. Open the animation editor again and load the animation from the saved data. It is important that you do not skip loading the animation.
  4. Export the animation as normal to Roblox.

You can scale a rig using this process:

  1. Select the rig, adjust the SCALE variable in this code and run it in the command bar:
    SCALE = 5 print('Set "Move" increment to:', (game.Selection:Get()[1]:GetExtentsSize().y)*(SCALE-1))
  2. Copy the output number, and paste it into the studio “Move” increment.
  3. Use the default Roblox Scale tool to resize the rig up (or down if making it smaller) by one snap.
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Will give this a try, fingers crossed!

Yeah this didn’t work sadly enough hmm, it did change a few things but, end result didn’t work

It’s because the position of the bones have been edited. you should start small and scale up because otherwise roblox doesnt scale the animation based on size the vector3 coordinates and rotation are left uncahnged.
I’ve dealt with this myself, it is a thing you have to workaround while making animations.