Hello, I’m having an issue with this rig I’ve rigged in blender and had an animation made. When in game though, it slides around walking. I’ve tried adjusting hipheight but doesn’t fix it. It also will play the walking animation in animation editor, but when I put the animation in the animation script it does not play in game.
Rig sliding around: I believe there is 2 ways to fix this. Roblox has a problem with rigs when the model scale is not set to 1, so you could try changing the scale in the export settings in blender before exporting, or you could try un-grouping then re-grouping the model. I would recommend the first method as it will help for exporting the animations.
Animations not playing: If you didn’t know, you will need to export each of the animations as separate fbx files. In blender, do this:
In the action editor, select the animation you want to export and make sure you’re at the first keyframe
Select the armature in the layout tab
Open the export settings
In the include section, select limit to selected objects, and in the object types, select only Armature, it should be the only one highlighted blue.
Under the transform section, match the scale to the scale of the exported rig from earlier (This is why I recommend the first method above)
Under the Armature section, deselect add leaf bones.
Finally, make sure bake animation is selected, and under it, deselect NLA strips and all actions.
Finally, in Roblox, when importing the fbx animation, choose to import the animation based on the selected model.
It wasn’t doing this before but now it is, must have messed with something idk. The model goes under and then it doesnt even play the animation correctly. in game it does nothing.
It was the scale. However now the animation won’t play in game unless the character is one part. Is there a way to have the animations while having my character split into many parts?
My rig is split into about 20 different parts for a game mechanic in my game. The animation plays in the editor fine, but in-game it will not play at all. My animator tested it out on the rig but with it all being a single mesh and it works. Is there a way around this?