Hello, I’m having an issue when trying to import a fully rigged model from Blender. I’d like to get this avatar from Blender into Roblox to be playable, and have its full rig and such so that I can animate it in Blender and import those animations.
It is a Freddy model. Here’s how he looks in Blender:
I export him as an FBX, and use the 3D Import option in Roblox Studio to import all his mesh parts in one go as a bulk, together as a grouped model. But, when I do, his model just completely breaks apart and his parts are all over the place.
Here’s what it looks like importing him into Roblox Studio:
It would be best if you tried exporting it as an OBJ file. FBX files are known to have issues regarding their location and rotation when imported into studio.
Well issue is, I would like to retain the rig so that I can animate in Blender and import those animations, and, from what I’m aware of via tutorials I’ve watched, that has to be FBX?
Also, I have made sure to apply all transforms, and they’re all at 0 (origin)
Could you please go into more depth on how exactly you export the meshes? Are you exporting individual parts one at a time from that file? If not, how so?
I’m also confused as to why the textures aren’t being transferred over too
It depends on how you textured the meshes. I don’t have much experience with textures, but when I use them, I texture them with an image and then upload that image to studio and apply that image to the mesh in studio. It’s up to your personal preference.
I select the whole model, and export as FBX in one go. I select “Only selected objects”, and scale it down so it’s not huge in Roblox (I did test not scaling it and the problem persisted). I also select apply transform.
Here is a short video of the process I take to export and import the model (I cut out going through my files):
And yeah the textures aren’t that big of a deal since I can apply them myself manually in Roblox, just was curious if there was a way to get them to work on import to save time. But like I said, not a big deal, I’m more concerned about getting the meshes themselves working.
The way you exported the rig is fine, so I’m genuinely confused why the import looks so wrong. I found this reply to a post that might at least help with the rotation. You did say that all the origins are at 0, but It’s worth a try.
If this doesn’t work, could you send me the file itself so I can troubleshoot it? (if it’s fine with you)
Sadly that didn’t work, so here’s the file if you’d like to have a look at it.
In fact, here’s all of the files, because the same issue happens to every single one of these avatars I wish to port over. So if you find a fix, do please run me through it so I can do it myself in the future!
Thank you for spending your time to look at them for me https://drive.google.com/drive/folders/1tAhxP_dOGlW3cFbbZmWYov-rYDRi7KoP?usp=sharing
I’ve been trying for a good hour now and I can’t seem to figure it out. The meshes’ rotation and position are fine if I export it as OBJ, but not when FBX. I’ve tried everything I could but nothing worked.
Damn that sucks. Well, thank you for the help anyway. I’ll probably just have to try find a workaround, or research more into FBX files in general and why it might do that.
Do you know any other way I can get the model in with the rig? Can I import a rig separately?
Sorry to bother you again, but I’d like to ask if you think this workaround could be viable:
I import just the meshes, probably as an OBJ, into Roblox Studio and group them as a model
I rig the model in Roblox
I export that model and the rig back into Blender
Animate what’s needed in Blender, before exporting those animations and loading them into the model in Roblox.
This was, I could still animate in Blender, keeping the same rig, expect I just make the rig in Roblox instead of using the Blender rig? Is this possible?
I think this is a viable option, just don’t import the OBJ as a single mesh. I think Roblox decimates the mesh to bring the triangles down. Other than that, I see this as a possible solution.