Hi Creators!
Starting today, you can now upload and publish your own Animation Packs on Marketplace. Animation Packs have been on the Marketplace for years, but until now, only Roblox could build them. Now, you can author your own locomotion bundles and let players carry your movement into every game that allows them.
Creators in our pilot program have already published the first wave of packs, and you can find them on Marketplace now. Thank you to that cohort for helping us shape the tools. Today, we are opening to everyone.
How It Works
What’s In a Pack
A complete pack covers 7 locomotion states: Idle, Walk, Run, Jump, Fall, Climb, Swim, and you may include up to two Idle clips. In total, a pack may include 8 to 9 clips. Note that Swim has two sub-animations: Swim (moving) and Swim Idle (stationary).
Step 1: Set Up Your Rig
- Open Roblox Studio and load your project workspace.
- In the Avatar tab, click Character to open the Rig Builder. Select R15 → Block Avatar to spawn a base rig. You can also animate on your own R15 rig if you prefer; the same rig and export requirements apply.
- Open the Animation Editor (Clip Editor) from the top menu and select the rig you spawned to activate the timeline.
Whatever rig you author on, remember the animations play on every kind of avatar.
Step 2: Import and Convert Each Clip
Your final output in Studio must be a CurveAnimation. Repeat this loop for all 8 to 9 clips.
Import the FBX:
- In the Animation Editor, click the 3-dot menu on the left panel (next to the rig name) → Import → From File.
- Choose your target .fbx file.
- On the Import Settings prompt, select Imported Rig as the root pose source, then click the blue Import button.
Convert to a CurveAnimation:
- On the timeline control bar (right of the playback controls), click the Curve Editor button (small curved-line graph icon).
- Click Confirm. The track is now a CurveAnimation clip. This cannot be converted back and may not work with some third-party plugins, so confirm your rotation type (Euler vs quaternion) before you convert.
- Rename the clip in the top-left text field of the Animation Editor (for example climb, fall, idle1, jump).
- Save locally via the 3-dot menu → Save.
Step 3: Set Looping
- In the Explorer, expand ServerStorage > RBX_ANIMSAVES > [your rig].
- Select the animation track you just saved.
- In the Properties panel, find the Data section and check Loop.
Note: Every clip must loop except Jump.
Step 4: Upload Each Clip to Roblox
Right-click the animation asset in the Explorer → Save to Roblox. In the dialog:
- Title: the clip name. Creator: Me (or your group).
- Toggle on Set Animation Properties (Optional).
The field will expand with more inputs. Fill in:
- Animation type: the matching core category (for example Climb Animation, Walk Animation, Idle Animation).
- Sub animation (if applicable): the matching subtype, e.g. Swim for the moving clip and Swim Idle for the stationary one.
- Parent model name: use the same string for every clip in the pack (for example test_animation_pack). Studio uses this string to group every clip into one unified parent model under Workspace.
- Weight (if applicable): for Idle animations, sets the weights at which different idle clips play. Positive integer, defaults to 1 if blank. Up to 2 Idle clips per pack.
Click Save, wait for the Successfully submitted dialog showing the new Asset ID, then move to the next clip. Repeat for every clip in the pack.
Step 5: Bundle and Validate the Pack
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In the Explorer under Workspace, find the parent model created from your shared Parent model name.
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Right-click the parent model → Save to Roblox.
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Configure the bundle:
- Title & Description: the public-facing name and details.
- Content Type: switch from Development Item to Avatar Item.
- Asset Category: Avatar Animations.
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Validation check. Studio shows the Avatar Animations validation list. Every entry (Fall, Swim, Jump, Walk, Climb, Idle, Run) must show a green Validation Succeeded. Fix any failed item before continuing.
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Click Pay & Submit and accept the 80 Robux fee.
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Once completed, follow the confirmation link to your Creator Dashboard to configure marketplace settings.
Automated Validation
Every clip is checked on upload. Your animation must not:
- Move the root joint too far from its starting position.
- Exceed the max frame-to-frame movement speed.
- Translate body parts more than 1.5 studs from their starting position in any frame
- Run longer than 10 seconds.
Fees and Publishing
To maintain consistency with other Marketplace asset types, Animation Packs follow standard publishing economics, with the following requirements at launch:
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Upload Fee: 80 Robux
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Price Floor: 300 Robux
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Upload Limit: 1 pack per day per creator at launch. This lets everyone participate while keeping initial volume manageable. We’ll evaluate this limit as we learn more.
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Eligibility: Standard Marketplace creator requirements apply: ID Verification to upload and Roblox Plus to publish. Group uploads are supported.
What’s Next
We’re continuing to develop more advanced animation capabilities, including packs with additional joints and expanded movement types. We’ll share more info as these develop!
Movement is one of the most personal parts of an avatar. It’s how your character feels, not just how it looks. We can’t wait to see what you all create!
As always, we’d love to hear your feedback. Let us know if you have questions in the comments below.
FAQs
Click here to view
Do I need Roblox Studio to create an Animation Pack?
- You can author clips in any external tool, but final upload and bundle assembly must be done in Roblox Studio.
Can I reuse default Roblox animations as some of my clips?
- No. All clips must be originally authored by you. Packs that reuse default Roblox animations will not pass upload.
Will my pack work in every experience?
- Packs apply in experiences using the default “Player Choice” animation setting. Developers can override this to force standard animations; your pack won’t play there but works everywhere else.
Can Animation Packs be Limited?
- Yes, all publishing options are available for Animation Packs, including Limited.
Will future Marketplace features roll out the same way?
- Different Marketplace technologies have different considerations, so future features may still require more gradual rollouts when there are new risks or unknowns to work through.


