I have finally gotten an animation from maya to roblox, following the developer hub guidelines.
https://developer.roblox.com/en-us/articles/using-avatar-importer
They are however not as informative, as one could hope for, so i will post what additional measures you need to take, to import a “maya FBX” rig, and animations into roblox.
First off, after struggling with the “custom character importer” and not getting anywhere,
i made the R15 approach work, which means:
Mesh names match join names, with “_Geo” or similar appended.
Meshes are parented to their respective joints.
The export rig joints cannot have “joint orient” values.
so if you already have a rig and animations, then rebuild a second rig by creating 1 single joint, and duplicate that around. (this means you cannot use the “Orient Joint” maya feature, for now atleast)
Use the old rig as driver, by parent constraining each new joint to their old counterparts.
Exporting:
In addition to the developer hub guidelines, note that if you have “input connections” or “constraints” checked, then the roblox importer will fail(if you use them), and you will get an incomplete import.
And if you use a controller rig + constraints, just select the export rig(select hierarchy on “Root”)
Goto File → Export Selected
And bake animation.
I guess the FBX import/export workflow (and documentation) will be updated in the future, but until then, this should get Maya users started.
Happy animating, and check out the dev hub link, I’m skipping what is already documented.
edit:
note the documentation states that " * Mesh translate values should be (0,0,0) before being parented to the joints."
this is misleading, as meshes should have translate and rotation values at 0,0,0 after being parented to joints, and scale at 1,1,1.
uploading full image of maya hierachy