Importing Blender rig to studio moves parts around incorrectly

Yo, so I made this model in blender, rigged it and it all works in blender as intended.

But when importing as FBX in studio, it completely messes up the model.

Screenshot 2025-02-07 001029

I have checked countless other posts with a similar issue but their solutions don’t work in my case. So here I am, waving the white flag. What can I do?

A few potential fixes:

  • Apply transforms on all the meshes
  • Make sure the polygon count is not over 50k (ive had issues with models over 50k tris)
  • Check your model’s face oreintation
  • Avoid giving bones the same names as meshes, for example your Head Mesh and your Head Bone share the same name

I tried all of these methods and none of them really changed it, I think that’s because I already tried them with the other posts I’ve seen with a similar issue though. I did rename my bones so they don’t match the names of mesh parts or anything else. It seems my origin has a play in how these mesh parts are positioned because I moved the origins of all mesh parts and the rig to the 3D cursor in the middle of my character. This got something looking somewhat correct, but all of the parts have a space in between it.

Screenshot 2025-02-07 155609

I have even tried to play around with the export settings like “Apply Transform” under the Transform tab. Which gave me a similar result except my character was standing up right, which should be correct, and the legs are pushed a bit back for some reason.

Screenshot 2025-02-07 155821

I noticed one thing about changing the origin in these examples, the head and torso are correctly positioned with no issue. but the arms and legs don’t. What gives?


maybe because they aren’t attached? (maybe they are and I just cant see the dotted lines that are usually there)

Here are the dotted lines, I’m very new to modeling and rigging so not exactly sure on how it’s supposed to look like. But I’m sure this looks like a mess. Would this be the issue?

ooooo that might be your problem!

select your arms and right click and select split!
then also select the torso bone ( you should have both arms selected with the torso as the active object (highlighted in yellow))
right click and select parent, keep offset.

that should fix the issue with your arms… as for the legs…

split the lower legs and reparent them to the upper legs (connected) (make sure to do it individually so they are connected to their respective upper leg)

and test it out… I think there is something funky going on with your torso and legs but im not 100% sure what it is (its probably responsible for your legs being so far away from the rig.)

can you post the bone hierarchy?

image

(this thing on the side) (doesn’t have to look like this, just an example incase you didn’t know what I was talking about)

Sorry for my late responses, here is the hierarchy.

Screenshot 2025-02-09 173900

I also made sure to split and reparent the bones like you said.

ok cool, try importing it to roblox and let us know what happens!

So after following your steps, I have exported into Roblox, which gave me this
image

I then went to the export settings and checked “Apply Transform”
image

It then gave me this. Which I assume the legs and arms are inside the torso.
image

So, I remade the whole armature. And I still came across the same issues even with all of the feed back to ensure the proper placement of the bones and proper parenting. I’m assuming I’m just making the rig incorrectly? Because I made the rig with and without IK in blender, and it works perfectly. But for some reason, exporting it into studio just moves and rotates the mesh parts incorrectly using the armature. Importing just the mesh works fine and looks how it should but the rig is just not working.

This may be silly to ask, but does being on an older version of blender cause issues with exporting to studio? If so, that would explain a ton of the issues I have struggled with. I will try upgrading and seeing where that gets me

So, I looked around on the internet one more time and basically found the solution.

Thank you for all the help you’ve provided to me on my post. <3 @Hazelfluff & @bluemoonsticky

I’ll explain what I did to solve this issue as shown in the post.

  1. I built the rig as normal, but when parenting my mesh parts to the bones. I chose “With Empty Groups”.
    image
    This will not allow the bone to move the mesh as it essentially doesn’t know what parts of the geometry it is trying to move, we will set that later. But, this allows the bone to still know that it’s parented to the object. Do this for every object and corresponding bone.

  2. Next you want to click on an object, in Object Mode. Go into Edit Mode, then select all of the vertices by pressing “A”. Then click on this little thing here:
    image
    This will bring up the Vertex Groups panel. This is where you click on the mesh’s corresponding bone (in this case, the head mesh and “HeadBone”). Then click “Assign”.


    This sets all of the vertices to the bone you assigned to.

Now when you move the bone, it should move the mesh. And this will prevent the mesh from changing positions or exploding all over the place when exporting to Roblox Studio.

Small extra note. If you built IK bones the way I did, the extra useless bone “UpperLeg”, will deform the LowerLeg’s parented mesh a bit. An easy fix to this is to NOT do IK the way I did and figure out a better way of doing IK for an R6-like model, like this one. Though, thankfully this deformation ONLY affects Blender, and NOT Roblox Studio.

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