Custom Rig Importing Issues (RootPart Offset & Bone Visual Glitches)

  1. About Me

Hello! I am working on a custom character rig in Blender that uses multiple meshes bound to a single Armature. I have applied all transforms in Blender before exporting, but I am running into two persistent issues when importing the FBX into Roblox Studio using the 3D Importer.

  1. The Issues

Issue 1: RootPart Displacement (Geometry Offset from Collision)

The Problem: The RootPart behavior is broken. The actual visual geometry of the model is placed much higher than it should be, while the physical collision box stays lower down on the ground.

What I’ve Tried: I tried adjusting the HipHeight property in Roblox Studio, but it did not fix the offset. All transforms (Ctrl + A → All Transforms) were applied to both the meshes and the armature in Blender prior to export.

Issue 2: Eye Bones / Visual Bug with Face Rigging

The Problem: I cannot animate the eyes because the eye bones or their associated geometry are glitching/not showing up correctly after import.
Details: I am not using dynamic heads or Cage Mesh Editing (Dynamic Wrap/Cages). All facial and eye movements are done purely by hand via classic bones. This rig utilizes multiple meshes under one single Armature, and I suspect Roblox is struggling to map the bones to these separate mesh parts correctly.

  1. Screenshots & Settings

Blender Viewport (Face Bones Setup):

Roblox Studio Import Bug (Visual/Bone Glitch):

Roblox Studio Viewport (RootPart Offset/Collision Issue):


FBX Export Settings Used:

  1. Looking for Solutions

I haven’t found any reliable solutions for rigs that use multiple distinct meshes on one Armature with hand-keyed bone animations for the face.

How can I force the RootPart and the geometry to align perfectly upon import?
Is there a specific hierarchy or naming convention required when rigging multiple meshes to one skeleton so that small facial bones (like eyes) don’t glitch out?

Any help or workflow tips would be greatly appreciated!

1 Like

instead of keeping your character floored in blender instead move it to center gravity location like humanoidrootpart make sure apply scale etc

The character is originally designed to be on all fours. The topology and mesh are specifically built around this unique posture, so forcing him to stand vertically wouldn’t work well with his model structure. He is still fully intended to be a playable character in this stance.

Also, as I mentioned in the main post, I have already applied all scales and transforms in Blender before exporting.

Thanks for the advice, though!

no im not saying make him stand vertically just his pivot need to not be on the blender floor line which is the red line

Sorry for the misunderstanding I will try this right now

I did what you sayed (View in Blender)


Its Import in right position on ground in Roblox

but its made rootpart really small

Im not really care about this issue but, there no be problem if I leave this like that?

normally when a root part is small like that it could be many reason one reason i can think of is your model scale is too large. try exporting it from blender using the 0.01 or 0.1 instead of 1.0

i made a dummy model to test what u trying to do it should look something like this if correct


Tried differend setting in import


I think main problem in size inside blender, but problem is domansions is not huge, I tried make it smaller and import it didn’t change anything

what does your bone/armture scheme look like and it also look like the 0.01 is around the correct scaling but still too small

When I set the FBX scale to 0.01 its become above the ground.

here an example when somthing is too small

I didn’t understand correctly, what does this mean schemas of Armature
Armature it’s self?

ah yes the armature/hierarchy i ment.

can you also send the blend file i can take a closer look

my Armateur have alot of different bones to animate Hairs, Beard, Cloack
Main is Spine1


I didn’t wanna send file for savety purposses But I think I have no choice

which one is the root bone could be roblox is defaulting the root bone spine1 which is not in the middle of the ground

here example whare a root should be and the direction it should go

The problem is I didn’t follow the exact hierarchy Roblox requires for custom rigs. Right now, there is a main bone (Spine1) that rotates the model itself. If this is causing the issue, could I just add a central bone to act as the primary RootPart?

Ohh I get it Thanks I now understand Cane I ask did you make it How offset to the rest bones?

you do not need the roblox hierarchy for a custom avatar ,
but if your character have almost the same limbs as it yes you should use the roblox hierarchy to make it easier and less error prone and you want it to be a ugc item


you have to unparent the model from the armature

but looking at your model as shown in the pic you would have to change the flow of the number 1 and 2 bones to go backwards before adding the root