Importing Blender rig to studio moves parts around incorrectly

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”.


    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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