Rigging a Custom Animated Garage Model From Blender

Hi All,

I’m working on a custom garage that opens realistically using an animated .fbx model in blender. My problem is that I dont know how to proceed with rigging this thing up properly. I am trying to add an armature to the already animated garage so that it can be ported over to ROBLOX Studio. Here’s what it looks like right now:

When I parent one bone to the mesh, it moves the entire armature. Then, when I parent the second bone, it supersedes the first bone’s parenting and becomes the new “axis”. In all of these examples, the armature moves all together all at once. Does NOT bend the way the garage does.

I then tried to get creative with it and it ended up looking great in blender, but not in studio. I’ve tried independently parenting the bones to the Meshes individually, but when I import the fbx animation to studio, it ends up looking like this:

(note that the meshes have really weird lighting behaviors and that’s also a problem when importing the .fbx file)

I’m curious if anyone who has experience with custom animated objects that AREN’T humanoids have had a similar workaround with this very problem. Any and all help would be appreciated.

Note: The model itself will have Motor6D’s in each mesh part (garage door parts) When I load the animation however, it remains stationary.

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I think you have lattices in Blender, those lines that move with different parts of the mesh. Those you can’t use for animations with Roblox Studio. You should be able to remake it with just bones and weight-painting and moving parts of the whole thing like that, but it’d be annoying for sure.

I learned that from trying to do squash and stretch stuff, which worked only in Blender.


edit: I think you’re using a path and not lattices after opening Blender. I’ve never really used paths so idk if you can use it for animation ported to Roblox :sweat_smile:

Forgot to mention that those are empty axis with meshes inside them (parented to). I looked up that you can indeed parent armatures to empty axis. Though I’m very unsure if this means that it’ll translate to ROBLOX Studio. Maybe what I’m gonna have to do is ‘rerig’ this using just bones and then find a way to have it animate in a proper way.

Would you think that having them translate along the curved path work?

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This will probably be the “solution” yeah, but…

I could try learning curves to test it myself; maybe try something simpler

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I followed this tutorial for paths in Blender (not Roblox at all), but it’s a bad tutorial btw I think he uses a plugin and it goes pretty quick, but I generally following the steps and got this:

I tried exporting it to Roblox, but it was yelling at me:
image

I then tried this video, which is a gold mine for Blender & Roblox animation, but it’s not for paths: https://www.youtube.com/watch?v=NI7GXKLwk6U


maybe separating the mesh and animation exports would work? That’s where I’m at though atm.

Roblox has this page that kinda helps for exporting: Export settings | Documentation - Roblox Creator Hub. The BlenderPlugin might make this work, but idk: Roblox Blender plugin | Documentation - Roblox Creator Hub. I’ll keep looking, I’m quite interested.

maybe @Mykaiju (the creator of the video) can jump in here actually. It’s to do with animation and using paths. Not sure if it’s possible.

Ok, I’ve basically reconstructed the entire thing using bones instead of the empty axis. I have a good feeling that this will indeed work. My new problem is that the armature follows the curve, but doesn’t quite follow it all together. I’m guessing a damped track object modifier would be our fix. Here’s what it looks like in Blender:

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I’m VERY new to blender animations but maybe you could try applying all transforms? Could be messed up unapplied positions. Do CTRL + A and apply various properties to see if it works.

Sorry i responded to the wrong person, i meant to respond to the guy that helped you. I am also very new to blender and i actually made a post too about these type of problems but i didnt get any attention

Hey, do you have any idea what might be happening here?

I first made animation for the mesh and then created bones for them and i made bones move with Copy Transforms Constraint.
Its my first time animating in blender for roblox, its been couple of days of making this failure after failure and this is the closest ive been to making this animation work xd

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That’s a very cool animation! Maybe you’re importing it wrong? Scale or some other property.

My personal workflow is making a 3d model, then the rig with bones, with weight painting, and then animating in Roblox Studio. So, unfortunately, I don’t have a great answer. I can try making guesses, though. :sweat_smile:

I’d first look at the exporting animation part of this video I linked a bit above:

Here’s what it looked like before I added the armature and deleted the empty axes

I’m now trying to figure out how to make the bones not all move together at once and instead move the way it should. I think our problem lies in that the armature isn’t constrained properly, but I have no clue where to go from here.

We’re making “progress”. I managed to make the bones look right. They look really good in blender. The problem is now the failure of exporting over to ROBLOX Studio. Here’s the animation in blender vs the animation in ROBLOX Studio. I’m so close to getting this right I can feel it.

In blender, I added follow path and damp track constraints to the bones and then aligned them by hand. I dont mind the slightly choppy look with how bad I am trying to get this to work.

Our new problem is the failure to export to Studio. At a loss here…


NOTE: The bones are all their own unique armature and I’m trying to figure out how to make them a part of one single armature without making the whole armature follow the path at once.

Thank you!!

I am not sure what is wrong, that was my first time animating ever and i dont even know what weight painting is, but ill watch the video. Thanks