Roblox FileMesh Format Specification

I wanted to use the meshes in the old version of studio by converting the new meshes to the old versions

Hello! Versions 6 and 7 are now documented, and I went and cleaned up the rest of the spec as well. Have fun!

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I am pretty sure this might get updated since I heard about glTF export and import. :happy2:

They still convert from FileMesh with the glTF exporter. It will continue to be relevant.

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Oh I meant the format and probably a different version. Or is it still the same?

Has there been any breakthroughs on converting to FileMesh? Like something that works in modern studio without having flipped normals and flat shading?

I built a parser for a project, but it’s in C++, and doesn’t support all mesh types, and only parses faces + vertices, not colors or materials or anything fancy.

You mean an unofficial Model Importer?

Hi. Where does Bones data stored for those meshes older than v.4? Like Korblox with its 2.0 meshes

The “bone data” you’re thinking of is stored at the engine level as a tree of pre-defined Motor6D joints. This is usually stored in the *.rbxm files of the uploaded limb assets, and parsing those is a different beast:

Thx. I can read *.rbxm with my RBX Toolbox (Free Blender Addon), as i had implemented your Beast Reader RobloxFileFormat.dll in the code. Now it reading and getting everything directly from the marketplace except those older bones data.
I had dropped a X message to you long ago, but you might have missed it :face_with_raised_eyebrow: .. Really amazed with your works and knowledge of Roblox formats..

Is it theoretically possible to convert a v7 mesh to a v2 to import into an older roblox studio client?

Well that’s helpful, time to fix bone data in Insert Wars (if I can figure out a way to)