Reimport Beta Update: Rigs, Avatars, Bones, Joints, Cages, Dynamic Heads


[Update] May 20, 2026


Hi Creators,

Two weeks ago we announced Reimport, adding the ability to non-destructively update previously imported models in-place with a single click/hotkey (Alt+Shift+R).

Today Reimport just got better! We have 2 updates for you:

  • We updated Reimport with support for Rigs, Avatars, Bones, Cages, Dynamic Heads, and Joints/Motor6D!
  • We made Reimport an opt-out beta, which means that everyone can use Reimport by default. You can disable the “Reimport” BetaFeature in File > Beta Features.
    • Reimport does not change any other Studio behaviors so this should not affect anyone who does not use it.

To ensure you have all the new updates, check that you have v0.1.3 of Reimport, see here for instructions on how to check the Reimport version and update if it is out of date.

Using Reimport to update the skeleton of a skinned mesh

Usage

Right-click on any Model instance, select Reimport > Reimport. Or use the hotkey alt+shift+r (default).

See the documentation or original announcement for complete instructions.

Limitations

Reimport considers the entire skeleton as one “unit” - while Reimport typically does not delete instances that exist in Studio but not in the external file, it will delete bones that are missing. Not doing so would have made iterating on bones/skeletons far too tedious. Please do keep this in mind if you use tools/workflows that create bones in Studio and want to use those in combination with Reimport!

Reimport replaces WrapTargets instead of updating them - unfortunately WrapTarget has data set at import time that cannot be transferred from one instance to another in a way that would be compatible with Reimport. We will be looking into options to make this possible. For now, WrapTarget instances will be swapped out. We do transfer over any children, attributes, and tags the old wrap target had to the new one, but if you had instance references, or somehow relied on the instance’s UniqueId, these links will be broken. Note that undo (ctrl+z) will bring back the old instance, so no work will be lost.

Avoid reimporting while the Animation Clip Editor (ACE) is open - ACE does not expect the rig being edited to change while it is open. If reimporting with ACE open, bone/joint handles will not update and occasionally Reimport will get stuck. In both cases, close and reopen ACE, and if Reimport is stuck, re-trigger it before reopening ACE. We will be addressing the issues with ACE as part of supporting Animation Reimport (see below).

What’s Next

Reimport for animations! We have a working prototype that can reimport and reload animations mid loop with a single hotkey, it has been very satisfying to use during testing. We still need to build UI for it in the animation editor and thoroughly test it. We are hopeful that we can make it available to you early next year!

More Reimport targets. Today, Reimport can only be used on Model and SurfaceAppearance instances, we hope to add Decals, Accessories, and other additional targets soon. If you have any other targets that you think could benefit from Reimport please let us know!

Resources

Reimport documentation: https://create.roblox.com/docs/art/modeling/reimport

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Yo, this is kinda fire.
This is infinitely better than trying to use the api to do anything.

Ill definitely try and implement this into my workflow and report any pain points.

:orange_heart:

7 Likes

Nice, will definitely be useful

2 Likes

Yay! Many more asset re-uploads saved!

6 Likes

Figma when?? Rather than just using non updated figma to roblox plugins that dont support things like StyleSheets or that bezier curve ui instance (i forgot its name), or AI like developers were told to do at RDC this year for some reason

Would also be so good for StyleSheets, as I find the StyleSheet editor very unweildy to use and I struggle to figure it out as its behavior is kindof weird. So it’d be nice if I could just use components in Figma.

4 Likes

Script sync now this?
That’s a very good update recently.
Too bad I already have, like, 20+ avatar models from, uhh, “debugging sessions.”

1 Like

When will static dynamic heads be able to do? Many static dynamic heads consume GPU resources and have more features than a classic head.

This is actually a huge update to workflow, since with Reimport you wouldn’t need to reupload the same model into studio 100x times anymore. Big W, amazing update, excited to see animation support for rigs.

2 Likes

Oh my God this is actually peak

3 Likes

Are you guys covering the Doomsday update (Age Check Update) with a bunch of smaller good ones?
I know I might sound like a conspiracy theorist, but I have a gut feeling that there are people trying to condition us into living in a digital dictatorship with every update (starting with good updates then slowly descending into bad updates). As of now, though, they aren’t successful (as expected).

7 Likes

Wow, this is actually pretty cool and convenient.

2 Likes

This is definitely gonna be really useful, cool stuff

2 Likes

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