R6 IK + FK Blender Rig

Adding tools that the rig can hold is a straight-forward process, but it does require you to use the provided rig that I have in the post.

When you’ve got the rig in blender, you can find AnchorPoints on the Torso, Hip, Thigh, and Hands, they look like blue, red, or white spheres with a hexagon in the middle (or whatever shape that is)

Once you’ve located the AnchorPoints, you should import whatever tool you want to be animated, for this example I’m going to be using a sword.


Go into Roblox Studio and take your tool, then in the Explorer, right click on the instance and find “Export Selection…”

Then export your tool, I’ll be saving mine as a.obj for this.


In Blender with the R6 Rig open, go to File > Import > Wavefront (.obj)

Then select your tool in the popup and click Import, and your tool should appear nearby

If you don’t see your tool, you might have exported it far away from 0, 0, 0,
To fix this, simply right click anywhere with the object selected, then Set Origin > Geometry to Origin

Your tool should then appear right in the middle of the viewport world

Go ahead and move your tool to a position where it would normally be held or just anywhere on one of the AnchorPoints

Then select your tool and go to the constraint tab on the right of your screen, and click on Add Object Constraint and search for Child Of

Then set the Target to Armature or use the eye dropper tool to select the rig itself (make sure to select the rig and not the body part)

Then set the Bone option to whatever AnchorPoint you set the tool to (labeled as RightHand, LeftHand, RightHip, LeftHip, RightThigh, LeftThigh, FrontAnchor, BackAnchor.)
If the tool moves position or does something weird, make sure to click Set Inverse at the bottom of the constraint

Now your tool will follow the AnchorPoint you set it to.

You can now enter Pose Mode and animate how you do normally, and you can move the AnchorPoint you have set to the tool and the tool will follow it, assuming you set it up correctly.


Once you’ve got your animation, export it using the blender and roblox plugin that is needed to even export the rig. (if you don’t have the plugin, see my comment here: R6 IK + FK Blender Rig - #5 by Aeresei)

Then, head back to Roblox Studio

Before importing the animation into the rig, make sure you have the tool welded to the associated AnchorPoint you had in blender.

You can do this with the RigEdit Plus plugin (which was recently made free) or the Moon Animator Easy Weld to weld the sword to the anchor point, or you can simply add a WeldConstraint with the properties set to have it stay with the AnchorPoint

Make sure the tool is NOT anchored

Then, go ahead and import your animation onto the rig I provided with the same plugin I said above, and you should see the rig animated as well as the tool!

If you have any more questions just reply to this comment or the post itself.

Medal_HBpMEnON7X

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what if the tool needed to be moved independently from the anchor point at some point in an animation, such as for gun reloads or throwing?

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This is actually quite simple

Where in blender you are adding Child Of constraints to the tool, you can add a Child Of constraint to the ANCHOR POINT you are using for the tool to whatever other anchor point or hand or really whatever you want the tool to follow.

Once you export, it should be exactly as you see in Blender in Roblox due to how the plugin uses keyframes and such.

You can switch where the tool is animated from by switching the influence of the Child Of in the anchor point

For this example I have the right hand AnchorPoint with a Child Of constraint to the front torso anchor point

For example:
Frame 1, the anchor point will follow the torso 1:1 in this frame:

Frame 2, the anchor point will return to having it’s own location and rotation relative to it’s parent:

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Looks really great but the face is pink?

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Ah, I forgot to pack the new face texture in the last update

Try now!

yo, i have an issue with rig, when i try to do some backflips and make torso upside down it just breaks, how can i fix it?

That’s a bit vague, how are you animating the backflip?
You might be rotating it a bit weirdly or using a quaternion in the wrong way.

nevermind i fixed it, by the way thx

It might be intuitive to people but i dont really understand the FK switch mode. When i drag the slider up my bones all freeze on spot, nothing seem to work to drag them. Is there some other process should be done after switch?

(though i have stayed on 3.6 blender as i dont like new UI on newer versions, could it be somewhat a reason, idk?)

Is there a way to hide the glowing attachment spheres in Roblox studio? I tried toggling with the visible checkbox but they’re already all off.

Model - Show Welds \ Constraint Details = Off

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Will only work if you always see them (as green spheres wherever some constraint is placed). Otherwise idk - selecting attachment always shows it’s position.

Ah, yeah when you switch to FK, the lower bone (found at the foot or hand) does not do anything, you need to rotate and move the upper bone on the limb as that’s how traditional FK works, rotating at the joint rather than at the hand/foot.

Medal_shppvowon1

The attachments themselves are parts inside of a folder in the rig

You can hide the ones you aren’t using

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Are you sure? :Omniman:
Its either have to do something with my blender version or i dunno

herrmmmmmm

das weird

yeah, my only explanation could be blender version

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Hi, how do I import the animations from blender to studio? When I try using the rbx animations addon, only some parts of the animation are imported.

You might be using an old version of the Rbx Animations plugin
Make sure you use the correct one here R6 IK + FK Blender Rig - #5 by Aeresei

It’s hard to tell since your question is a little vague, so if you could elaborate that’d be great