I’ve been using this feature for years and it’s exciting to see that it’s been officially released. The original plugin felt clunky so it’s nice to see refined UI and documentation after all of this time. Although, all of the joint requiring a joint size of (1,1,1) seems new, I never really had to worry about the scale of my joints in Maya and I hope I don’t have to scale them all up before I export every time now.
Custom rigs seem like a new addition, does this mean we can import rigs that do not follow the Hierarchy provided on the wiki as long as it has _Geo meshes as the children of bones?
The ability to import avatars into Studio is huge, and I’m very grateful for the “custom” rig option. Excited to test that out and see if it can replace our current workflow.
However the continued reliance on and forced monopoly of the animation editor remains a major hurdle to teams trying to push the boundaries of character animations.
Blender is the go-to standard in the video game industry for animation, and FBX files (which are used to import character rigs into Roblox studio) can also contain all of the animation data for said rig. My team is holding out for the day that we can import our smooth animations alongside our rig instead of using hacky plugins in both studio and blender to lossfully convert and import our animations.
edit: wow, I should really read threads more carefully before replying. My apologies. I’m very pleasantly surprised that animation data import was included
Oh goodness, yes!! Thank you! I’ve been wanting to use Maya more often for development. Now I have a good excuse to get back into it. This is a big step forward for realizing more intricate rigs and animations on Roblox!
Can’t express how much I love this new feature. Importing + animating custom rigged characters was always a real pain to do before this, and now developers can go that extra mile with their games.