Issues of blender model playing Animation

I’ve been trying to let an animation I made play on a blender model/mesh i made, but it doesn’t work.

I used the same blender mesh to make the animation, but while it plays perfectly on r6 models in studio, it doesn’t work on the blender mesh.

I’ve tried deleting AnimationController and adding Humanoid and Animator, but it doesn’t work.



Through some tutorials on how to export rigs and animations, i got it to play on the model, but its not playing it right

Correct Movement:

Wrong Movement:

And i think the joints aren’t correct for some reason




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After almost a week, I was able to fix it. I’ll have to retrace my steps before I explain everything, so bear with me (a better explanation is coming soon).

The main parts of the fix revolved around:

  1. Using good bone/amature rigs (Moon Animator discord’s R6 rig in my case).
    R6_Rig (1).blend (1.3 MB)

  2. To make your life easier, any part in blender that uses the same material and will be moving with the same body part, should be joined. Afterwards, they should be parented to the body part that they will move with when that part is animated. Eg: The left shoulder cap and left hand glove on my The World model will be moving on the Left Arm, and they use the same material. I joined/grouped the cap and glove together, and parented them to the Left Arm. I rinsed and repeated with every other part.

  3. While in Object view, Hold shift and click on Rig, RigMeta, and Amature. Then Press CTRL+I to select everything else, and right click. Press Set Origin → Set Origin to Geometry.

  4. After exporting the entire mesh as Mesh+Armature (or following this tutorial):
    a) Delete all joints (Motor6Ds) for parts you aren’t animating, and weld them to the appropriate body parts, using Rig Edit Lite or the Moon Animator plugin’s Easy Weld (I used RigEdit Lite the most)


    b) Delete all body part joints (Motor6Ds), and recreate them using RigEdit Lite. Torso as Part 0, and RightLeg, Head, LeftArm, etc as Part 1.

    c) Create RootPart joints with the torso, making RootPart as Part 0 and Torso as Part 1

    d) While referencing the joint positions of a regular R6 rig (use any R6 avatar or use Moon Animator preset), use RigEdit Lite to put each respective joint in their position. Remember, the legs are to the top edge of the model, while the arms are in the shoulder position, and the head is at the neck area.


    (see how my previous TW model had a billion, unorganised joints? this is fixed now due to c) and 2))
    e) Anchor RootPart. And for consistency sake, make the rootpart size 0.
    f) Copy the Motor6D orientations from the reference R6 rig, and paste them onto the respective Motor6Ds of your own rig.

[v DO NOT IGNORE v]

Despite copying the orientations above, if you were like me, you would see that the direction that the parts moved seemed to be inversed in one direction/axis. This is due to the orientation of the joints, and they need to be un-inversed on one of the axis, so that way the Motor6D would point in the proper direction, and the parts that anchor it will also follow in the correct direction.

The way I did this, was by going into RigEditLite view, and hovering onto a bodypart’s Joint. Since we are dealing with joint orientation, I went to the home tab at the top ribbon, and clicked from Move to Rotate. Here, I saw that one of the axis on both the C1 and C0 orientations of the joint, which was 0, would give a distinct image I can reference to determine the axis direction I should change.

The axis giving off the weird blue circle was the Z axis. In my experience, the Z axis orientation for Motor 6Ds would always remain constant, even if you tried to change it.

Now, go to the avatar ribbon, and click Animation. You should see the incorrect direction that the body part for said Motor6D is facing


(In this case, the left leg was inversed, so it’s going backwards instead of forward)

To fix this, I found the axis C1-C0 orientations with a negative (inverse) sign. This happened to be the Y axis, and this means it’s probably the axis that needed to be un-inversed.

Going back to the animation view, I removed the - sign on both Y-Axis for each orientation, and it naturally went back to its natural pose.

Rinse and repeat for every other body part, and the body parts should be moving like normal.

I probably wouldn’t have had so many issues if I watched a tutorial on how to rig, but here we are.

I hope that if you had the same problem I had, this problem solved it for you. I know it isn’t worded the best, and there were probably some things I could’ve done in Blender (such as adjusting bone orientations to make the last part of the solution be fixed), but I’m still very new to modelling, and I’m very lazy at heart, so forgive me for my lack of insight.

First thread ever made, hopefully more to come.

if anyone has any clue of what I could’ve done better/easier, please post reply :sob:

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