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I’m sorry if this is just me making another simple mistake, but now this error is appearing. I did select InternalArmature when importing the weapon, I made sure of that.
Ah, that did happen for a while, in the reply I gave I did accidentally send the 2.4.0 extension, not 2.4.1, I did edit it but maybe try to check if you installed 2.4.0, this was a really annoying bug with 2.4.0
Do this:
1: go to the extensions page (not github cause that’s source, but blender extensions is better): Review: Roblox Animations Importer/Exporter — Blender Extensions
2: install the roblox plugin (or update it): https://create.roblox.com/store/asset/16708835782/Blender-Animations-ultimate-edition
3: make sure to uninstall the blender plugin you have now, cause they can overlap and cause problems
if you can’t install by dragging the blender extensions download button into blender just download the .zip then drag that into blender instead, that should work, then restart blender, and then you should be good
I deleted and redownloaded both plugins and the roblox asset and the blender file, I moved to blender version 4.2 LTS, it still brings up the same error.
Weird…
Can you add me on discord so we can talk better there, it’s easier to help there, I also recommend joining Cautioned’s server for the blender anim plugin
@distinguished_duccer
You’re awesome thank you so much and for making this resource open source
Nice ressource, but i’ve got a problem here.
I tried to import my weapon in blender following your instructions, and after clicking “OK” in the popup, its says this;
I made a temporary update that is attached with my custom version of Cautioned’s blender anim plugin, since his is broken and I managed to find the fix but he’s not responding on Discord.
Go ahead and use that:
Go to the “IMPORTANT” section
Im kinda late but im pretty sure it means customized bone with custom look
Bone widget plugin uses such terminology at least.
would animations i make apply onto R6 players already, or would I have to try to replace this as the starter character, then find a means of applying the player’s avatar to it?
Animations made with this rig work on any and all R6 rigs, regardless if they are character generated or starter character based
if i were to use this on the regular R6 rig, would this apply to something like accessories (e.g, a sword, or a flashlight) with their own bones at all? or would i have to figure out on how to apply those to the normal roblox R6 rig on my own? i imagine i’d have to do something to add something like an extra bone
Yeah if you want to animate weapons or tools then you’d need to actually have the weapon or tool you connected to the rig have the same C0, C1, Parent, Part1, and Part0 on the Motor6D, that way Roblox knows to animate that, but if you don’t have a weapon or tool on a weapon animated rig, then it’ll play normally, it just won’t have the weapon.
You can find many tutorials everywhere on the DevForum explaining how to animate tools that use Motor6Ds on characters
this is helpful, thank you! i’ll look into it
apologies if this is a bother - i decided i’d try and figure out how to get this going with this rig (as well as using the one in studio)
despite following the tutorial, my handle will not work, i created a joint (part1 is arm, part2 is handle) and it refuses to acknowledge a connection
nevermind, fixed that
getting a new error though upon blender import - do i need to go back into studio and rename anything?
Make sure you use the blender animation plugin I have attached in the important section
that’s what i’m using, upon using Import New Rig i get that error
i think the LeftArm_GrabPoint is invisible or disabled or something on the default blender rig file
Please add Right Arm a torso influence like leg
Quick Update V2.21:
- Added Torso Influence on the arms that ignore all transforms when zero
- I tried to add 2 sliders for rotation and position but due to the IK target of the arms following the torso and requiring to follow the torso, having no rotation influence but position is basically impossible, it is possible however on FK mode only by turning off Inherit Rotation on the FK bone that you animate on.


