Custom animation modify the rigs of my R15 character!

Hi, here the video (sorry for the bad quality), i just saw that the torso and the head are at the right position.

Also, the image of the position of each rigs. Are they in the right position ?

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Sorry for the late response. I see what you mean now.

That is odd behavior and I’m not quite sure what causes it. As you said the issue is probably in the humanoid. The model has a primary part yes? That is set to the humanoid root part right? What if you rotate that?

Its ok,
I think when i export the animation, it replace the entire original armature. I tried to change orientation de 180 and 90 degrees but the issue still here :frowning: I used to think the motor 6D is the issue, but complicate too fixed it i think the issue comes from the axis of Blender

I saw some posts on Blender Forum that says, the axis of Blender is different from games engines. I tried to rotate the bones on Blender with ''Rolls", it improve a bit but can’t find the right axis. I don’t really understand the axis on Blender :frowning:


This is the armature of the same animation avec clear the roll of every bones… I don’t know if i mentioned that but my animations comes from Mixamo maybe this is the problem ?

I believe it is the -Y axis.

but rotating the Humanoid root part (in Roblox studio) should fix the problem. Just make sure the front face is facing the front.

image

I don’t think this would be a big problem unless the bone hierarchy is messed up. Your animations come from Mixamo but you edited them to fit an R15 rig, right (with the addition of some fingers)


What does the green arrow means ?

I think that the top face indicator.

and it seems that your parts are facing the right direction. Does it still not work?

No :frowning: I don’t know what to do maybe i did wrong on the exporting part ? I always scale my character 0.04 (0.01 is too small), then i disable the “Add leaf bone” and when i export animations i disable “NLA Strips” and “All actions”

Should i report this as a bug ? Or its inappropriate ?

Im not sure if its a problem with the export. You said the animation works fine without a humanoid right?

I don’t know if its a bug or not…

you said you were using Mixamo animations right? Have you tried something like this?

Not sur if i understand his answer, i should import my R15 character on Blender, put the mixamo animation and then export as a “custom character” ? . Except for the import part (I don’t know how to do that), couples days ago i imported my character as a custom on Roblox and the animations works perfectly fine but not on the default character.

It’s really strange because even if i change the axis, the custom character managed to set the right bones position and orientation, but the r15 is really complicated…

I believe it would be more like. Get your character, go to Mixamos Autorigger put it in there, and then export that .fbx to roblox studio. But looking into it more, I’m not sure if this will fix your problem.

so like if you imported a roblox rig, the animations wouldn’t work on that?

I think what your problem is is that your mesh is made for the Mixamo animations, not the roblox ones. So they don’t work with each other. (I could be wrong about this)

do you think you could send me the files to mess around with? ( you don’t have to if you don’t want to)

Is it a plugin ? I use Rokoko plugin in Blender to retarget the animations, but the animations itself comes from the Mixamo website.

I dont think so, I belive its a feature inside of the Mixamo website, but I think you need to Log in to use it.

Sorry i can’t share the files :frowning: Also unfortunatly the rig isn’t compatible with mixamo. I have to remake the rigs

So the rig isnt compatible with roblox studio or Mixamo?

Do you think remaking the rig in Roblox studio will fix your problem?

From mixamo, and i can try but i’m not really sure that it will work. I don’t know if it the case but i think that the animator editor replace the whole armature instead of modifying the position and the orientation ?