Introducing Avatar Importer to Studio

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?

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This is really great, I’ll try soon. Thanks ROBLOX.

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Maybe I should actually start modelling :thinking:

This is dope

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I was actually working on a custom rig a couple of days ago and was thinking of something like this. How did you guys read my mind?!

Seriously though, kudos for this amazing feature!

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100th person to like! Also this is very nice! Thanks!

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This is going to be a really exciting change, thanks for adding the feature! :slight_smile:

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Cool. Can’t wait to see it being used, not with me specifically but definitely with others!

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aw man now I have to figure something out so I don’t look outdated lol

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does this mean deforming meshes when animating? or do the parts still have to be separate

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The parts still need to be separate. Your imported rig is converted into a Model containing MeshParts connected by Motor6Ds.

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Awesome! A great addition to ROBLOX! I see this being helpful to many developers! :+1:

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Very cool! I’m sure a bunch of developers will be using this, as well as myself. :+1:

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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 :smiley:

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I…wow ok yes YES Roblox on point with the updates!

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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!

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If I wanted to add textures to the rig, do I have to do so manually or do textures import with the .FBX file?

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You can include your textures with the FBX file if the file is binary and you select “Embed Media”.

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Thanks for the clarification. :slightly_smiling_face:

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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.

Great update! :slight_smile:

(Vertex deformation when?)

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This will probably make a lot of things easier!! Thanks!

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