Issue with FBX Animation Import

  1. What do you want to achieve? Keep it simple and clear!

    • I’m trying to import the following FBX animation into Roblox Studio using the animation editor’s “Import from FBX” feature. The rig is imported using the character importer “Custom” option.
  2. What is the issue? Include screenshots / videos if possible!

    • After importing, the animation keyframe rotations for any joints not directly parented under the “Main” joint after import (“String”, “StringTop”, and “StringBottom” joints. I’m not sure if the aforementioned similarity between these joints is relevant to the issue) are being offset by a seemingly random value. I’m not sure if this is an issue with the rig itself, the animation, or the process of exporting/importing either. Pay attention to the bow string:
  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?

    • Re-parenting the messed up joints under the “Main” joint
    • Re-orienting the joints in edit mode to match the orientation of the “Main” joint
    • Using ChildOf constraints for the “StringTop” and “StringBottom” joints
    • Ensuring that each individual mesh’s origin has no rotation

If you’re wondering why “StringTop” and “StringBottom” meshes/joints are necessary: The bowstring mesh itself is only present as a visual guideline for animating. After importing the rig+animation successfully, the goal is to remove the bowstring mesh and use the “StringTop” and “StringBottom” meshes/joints as attachment points for a Beam so that the bowstring can be posed however we want independent of the animation.

Here is my blender file: WesternBow.blend (1.1 MB)

I seem to have figured out my own issue. The independent bones on the armature need to have their tails pointed upwards.