Does Blender's Rigify work with ROBLOX?

I’m looking of more efficient ways for rigging and animation, so I’m wondering if rigify works with ROBLOX. Would be really useful if it did but I don’t really want to make a whole rig for it to not work. Thanks

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So far I can only get it to work, one pose at a time - the pose that the model was saved in… I am having zero luck with the animation, as it keeps saying its different than the model… and ends up not working in the editor.

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Okay, the solution for animations, using Rigify that worked out for me, was to follow the usual steps that animators follow (have only the animated item in the workspace - no camera or light, scale to .1, etc), and then do the following:

  1. After your animation is set, what I do is make sure it is the ONLY animation in the dope sheet/action data (I’m not a pro at Blender, but I hope this make sense). I purge the Blender database and do whatever is required to make sure only one is listed. I eventually found one i couldn’t delete, so I created a the keyframe for the first frame from my work, including all the parts needed, and then copy pasted the animation to that… and deleted the previous (original) one.

  2. Next I went to each Keyframe with pertinent movement and clicked each one individually, naming the file with the name of my model, version, and the keyframe number I was exporting… Because of Rigify, for whatever reason, you’re only getting the position data from the current keyframe displayed in the Blender viewport, so I exported 5 keyframes.

  3. CUSTOM Import your model with the first keyframe, import the first models animation and save.

  4. Delete ALL the keyframe information for all the other frames - they don’t wrk anyway… This could be 20,30 or more parts to remove data for, so do this carefully and completely.

  5. Load model and next import with the next keyframe … Copy the first frame

  6. Load the saved animation and PASTE the frame to the correct keyframe, from the one you COPIED in step 4. Save the animation Again.

  7. repeat steps 5-6 till complete. I only did 4 or 5 keyframes to get a satisfactory Idle animation.

  8. Load your saved animation and publish to Roblox, get the ID number (copy and paste it into a document or script you have handy)

  9. If you don’t have a script to test with, here’s one I used:

local Animator = script.Parent.AnimationController
local shockAnimation = Instance.new("Animation")
shockAnimation.AnimationId = "rbxassetid://YOUR Animation ID here"
local shockAnimationTrack = Animator:LoadAnimation(shockAnimation)
shockAnimationTrack:AdjustSpeed(.2)
shockAnimationTrack.Priority = Enum.AnimationPriority.Action
shockAnimationTrack.Looped = true
shockAnimationTrack:Play()

And voila, you’re done! Enjoy!

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I am currently struggling with using a rigify face in roblox, as the animation I created looks perfect in blender but terrible in roblox. Does it have anything to do with the DEF (deform) bones using stretch-to bone constraints? I tried baking them to the anim using bake visual keys and removing constraints but it still looks terrible in roblox.

That’s an interesting question… I was going to try Rigify faces, last year, but got side tracked. Maybe I’ll switch gears and try again in the next couple weeks, and let you know. It sounds like you’re doing the right things…

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