R6 IK + FK Blender Rig

Hey all!
I put together an epic R6 rig for animating in Blender and I figured I’d share it here for anyone who might find it useful since the amount of R6 rigs with both FK and IK on the devforum are lacking, so I wanted to make one for all.

It supports both IK (Inverse Kinematics) and FK (Forward Kinematics), and you can blend between them with sliders.


Features n stuff

  • IK + FK support for arms and Legs
  • Spine bone for more torso movement
  • Sliders to switch between IK/FK and Grabbing and Free move
  • Head follow: yet another slider makes the head look at a target object
  • Camera follow: even one more slider to make the camera follow the head (good for POV stuff or cutscenes)

Blender:
Blender_R6_Rig.blend (4.9 MB)

Roblox Studio:
Studio_R6_Rig.rbxm (11.9 KB)

(Let me know if the textures aren’t loading, I may have packed them into the .blend file wrong


Recent Update:

  • Full IK + FK support for both arms and legs
  • Completely rebuilt the internal rig
  • Added item attachment points (like for tools or weapons) on the hands, thighs, hips, torso (front and back), and head
  • Cleaned up the outliner, dope sheet, and graph editor even more
  • Made custom rig for Roblox that uses all the new features and stuff
  • Fixed the Left arm IK/FK switch effecting the right arm and the reversed slider index, thanks @Mathianrominia !
  • Fixed the leg misalignment and gap thanks to @Casual_Luke!

Notes

  • The rig is built for Blender and SHOULD work on 4.3 and up
  • It’s R6, not R15 nor Rthro, even though the bones show “LeftUpperArm” and stuff, it’s R6.
  • This WAS a personal project that I wouldn’t update a whole bunch but I kinda stopped doing that, so now it’s not really a personal project but I still really enjoyed doing it
  • This is an extension and heavily modified version of highflowy’s R6 IK Rig, maybe they made it, maybe they didn’t, regardless this wouldn’t exist if not for their rig.

If you make something cool with it you should post it here, I’d like to see what the other fellow animators are doing

thinkin

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Thanks! It doesn’t work very well with multiple characters though.

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Huh, that’s strange, it should work well with environments and rigs.
I’ll have to look into it

So I made an animatio,n but how should I import it to roblox?

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If you’ve got the correct Blender Animation plugin, then you should see a panel (hit N if you don’t see any) on the right of the viewport that looks like this:

If you don’t have it then you don’t have the Addon installed.

To install it, first go here:

and here:

You’ll need to follow the instructions precisely with blender and studio otherwise the plugin might not work as expected.

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Hi! I was wondering how you could do this with multiple characters, as duplicating the rig’s collection seems to totally break it.

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Okay I did a update to fix and add other stuff

  • Fixed duplicating the rig breaking stuff - you should be able to duplicate it as many times as you want now
  • Added Grabbing for arms (basically just normal IK but not influenced by torso movement)
  • Organized the dope sheet and graph editor and the outliner
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Thank you for updating this to fix some of the issues!! I was able to finish an attacking animation thanks to this fix!


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absolutely fire :fire:

keep it up!

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I love it.
I tested it and it is everything I could want. I have a few questions though.
Why did you not use any FK Switches for the legs.
And what are the grab points used for. Or how would you use them, I cant really see a use for them as they kinda work like the ik bones.
Also I want to add custom hilts for my weapons in game so that I can animate the “Handle”. If you dont mind would you mind sharing how I should add new bones?
I also noticed that the position of the bones isnt fixed its float values. So the right hand bones are like 1.5012134. instead of 1.5. is this intentional?
Thanks a lot.

Why did you not use any FK Switches for the legs.

The reason why is because this rig is a little bit… cursed? I guess?
Adding FK Switches to the legs is really difficult and not really important most of the time, though I could try again with it.

what are the grab points used for. Or how would you use them, I cant really see a use for them as they kinda work like the ik bones.

Grab points are in the name, they grab onto stuff that are solid, this is good for like, say holding onto a handle bar in the animation, or you could add a Child Of to each Grab Point that’s set to another rig’s arm to make a cool arm grabbing effect when being picked up (Seen in @Tarazicon’s animation above)

I want to add custom hilts for my weapons in game so that I can animate the “Handle”. If you dont mind would you mind sharing how I should add new bones?

I’ve ALWAYS had issues with adding new bones to the import and export blender plugin, I think it’s something to do with the _RigMeta and it not having data (like, if I wanted to add a bone, I think the _RigMeta would need changes somehow.)

I also noticed that the position of the bones isnt fixed its float values. So the right hand bones are like 1.5012134. instead of 1.5. is this intentional?

I’m pretty sure this is just blender being blender, but no, it’s not intentional but it shouldn’t effect the animation in any way.

I’ve ALWAYS had issues with adding new bones to the import and export blender plugin, I think it’s something to do with the _RigMeta and it not having data (like, if I wanted to add a bone, I think the _RigMeta would need changes somehow.)

I played around a little with the rig yesterday and I managed to add new bones.
The problem is the custom properties that imported rigs get when imported with the plugin. You cant replicate those.
And so I imported my custom r6 with a handle in each arm and redid the constraints to your rig. It would have maybe been possible to isolate the handles and add them to your rig and I did try but I failed.

Adding FK Switches to the legs is really difficult and not really important most of the time, though I could try again with it.

I guess thats true i’ve also never really used them. I’ll keep a look out though if you do manage to do it and update the rig.

Also here’s my edited rig with the 2 Handles, and it’s roblox file.
I added 2 parts to the r6 called Right/Left Hand and the bones for them are Right/Left Wrist.
If Anyone want to use it, usefull for animating Handles and reusing the animations for other weapons.
You weld your tools to the hand Parts by script and then animate. For blender you do child of.
You could say its R8, but normal R6 anims still work on it.
R8 Experimental.blend (5.6 MB)
RobloxR8Rig.rbxm (9.3 KB)

Aeresei, if you find these 2 files usefull you can put them alongside the original post.
Again thanks a lot for this rig. Saves me a lot of trouble of making one myself, especially when I have no idea how you did most of the stuff.

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That’s funny, I just made an update to the rig after working on it since I responded to your questions
Here’s the update log:

  • Full IK + FK support for both arms and legs
  • Completely rebuilt the internal rig
  • Added item attachment points (like for tools or weapons) on the hands, thighs, hips, torso (front and back), and head
  • Cleaned up the outliner, dope sheet, and graph editor even more
  • Made custom rig for Roblox that uses all the new features and stuff

Yeah xd.
Looked at it just know.
Ill use the one you edited. Has everything I need :D.
Thanks.

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Oh I just saw the blend file has 2 problems. The text for the sliders is not parented to the sliders so it doesn’t follow the sliders. and the slider for the FK switch on the right arm doesnt work. Instead the left arm slider is connected to both.
And the right arm sliders are indexed as Left and vice versa.

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Wow, I don’t even know how I missed that, thanks for telling me though. The rig should be fixed now and that should be the last update needed!

Wow this is super intuitive, maybe i’ll finally swap out my controller from 2023 lol. Thanks!

R6.blend (4.9 MB)

I noticed the head and legs were crooked in their rest position due to a misalignment with the positioning of certain bones in the controller rig and misconfigured constraints, which caused inconsistent imports into studio. I’ve corrected the faults and tested the accuracy in this version so I’m just going to leave it here incase anyone wants to look at it.

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I’m missing a lot of stuff that shouldn’t even be possible to miss lol.
I tried using your rig with the fix but the leg IK was behaving a little weird, and rather than trying to make it work I just applied it to the normal rig in the post ¯\(ツ)

But now the legs are actually aligned, as well as a few other tweaks with the legs, like I found out the legs are closer together than a normal rig, which isn’t big but it makes animations with leg accurate movement (like walking or running) look strange since the gap between the legs is smaller then in Blender than it is in Roblox.

Also the rig is happy now :v

Let me know if it’s still weird looking, the sun was in my eyes the entire time I was changing the rig and blinding me lol.

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how can i add props/tools to the rig?

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