Hi Developers,
We are excited to share that the new unified, smart mesh importer now supports animation importing. Previously, if you wanted to edit an animation in the Animation Clip Editor (ACE) in Roblox Studio, you first had to import the respective avatar through the Avatar Importer, select that avatar in the ACE, and then import the respective animation through the ACE. Now you can import avatars and animations together through the unified importer.
Please note that for this first release we cannot support skinned mesh animations, but plan to add support for them in the near future.
How to Use
In order to use this feature, turn on the mesh importer beta feature. This can be found on the beta menu.
When you import an FBX that contains an animation, the animation will show up in the preview window as a separate node. The animations will be default named “rigName”_”name of animation in FBX”_Animation
You can then edit the name of the animation node, which will change the animation name.
On import, the animation is uploaded to the Toolbox.
Additional Features
Besides making the process of importing an avatar with animation a simple, one-step process, this feature also makes the importer more powerful.
You can now import animations without having to add an avatar to the workspace by unchecking every node in the hierarchy except the animation.
You can also import multiple animations in the same FBX, as long as they’re each stored in a different animation stack.
Future plans
- Skinning support
- Animations playing in the preview window
- Animations added to the Asset Manager on import
We hope you all try out importing animations with the new mesh importer. We’ll continue to work on making the animation import process better. Please share feedback on issues and ideas to improve the flow and capabilities of the importer.
We’d like to thank those that made this feature a reality! @sonlytheonetime1 @HaloArbiter_101 @BloxSoMeta