Set Inverse on Child Of modifier in Blender does not carry over to Studio

Hello everyone,

Recently, I’ve been trying to use Blender to animate Roblox rigs so I can have IK support. After watching and copying off a few tutorials online, I’ve gotten it to work a little, but it’s got a lot of bugs.

(Warning: bad luau jumpscare at 00:17)

Let me try my best to explain how this rig works:

  1. I’m using Cautioned’s Blender rig importer/exporter (I’m on Blender 4.4.3, please forgive me)
  2. I used RigEdit to attach the sword to the rig, like so
  3. In Blender, I’m working with an “exporting” rig and a controller rig. The exporting rig (left) was generated from the RigMeta data that came with importing the model. The controller rig has two components: a normal Blender IK rig, and duplicated copying-bones (in light green) from the exporting rig to help with translating transforms properly.
  4. The copy-bones have Child Of modifiers to their respective limbs in the IK rig, except for the legs, which copy their transforms from the IK-constrained calf bones.
  5. All the bones in the exporting rig have Copy Transform modifiers to each of the copy-bones in the controller rig.
  6. The character meshes were attached to the exporting rig using Child Of modifiers. I applied Set Inverse here because they weren’t in the right positions initially.
  7. As seen in the video, Set Inverse did not carry over when imported back into Roblox.

I’m a really big noob when it comes to developing, so I’m not really sure how to fix any of this without having to rebuild the entire rig. In fact, this probably can’t be fixed while keeping the rigs I built intact. Suggestions for fixing this would be greatly appreciated! …But some alternatives to IK rig workflows would probably be better.

NVM I fixed it!!! I downgraded to Blender 4.2 lol and it started working again

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