That’s what you have to do, they are visualized by non-interactive HandleAdornments.
Seem to be having issues importing .fbx without it being resized massively. I read that you have to change the metric units to centimeters in blender, but after doing that it still resizes massively. Is there another step I’m forgetting? I’m on 2.9 so I don’t know if that runs things differently.
Is this what you mean? It doesn’t seem to fix it for me.
This happens if you duplicate the part with the bones, a rootpart appears and the duplicated part will be invisible. If you delete the rootpart you wont be able to animate it at all.
https://gyazo.com/ad048e46da33649b1fe4077b64af19a8
Really cool feature! But I can’t figure out how to do.
I hope SurfaceAppearance is following close behind, since this would really help with textures.
Also, UPDATE THE DOCUMENTATION.
Take us step by step: What does this step look like? What does “this” term even mean? What are some troubleshooting steps in case things don’t work correctly? What export settings should we use to not mess things up?
3D programs are daunting programs. I’ve been at 3D modeling for almost two years and yet the documentation uses jargon that I am unfamiliar with but yet it seems to assume I already know. This new feature is not going to be very useful until documentation is updated.
Side note for anyone that needs to know and that Roblox should really add to the documentation, but 1 Blender “meter” is 100 Roblox studs. Scale accordingly, which is best done by setting an export scale of 0.01.
You can also set your Blender units to Centimeters like Roblox suggests, but it’s not explained why and you have to fiddle with a few other Blender settings to make everything work the same (camera clipping distance, snap interval, shadow/lighting cutoff threshold, etc.) which is a pain to do.
Didn’t see your message until after I wrote my above reply, but the reason you’re supposed to use centimeters is because Roblox assumes you’ll assume that 1cm = 1 stud and then make your model using that scale.
Creating the model using the default meters measurements that Blender uses first and then changing it to centimeters won’t rescale it; it’ll literally just change what units of measurement Blender uses.
You’ll have to either scale it down to 10% of what it is now in Blender before exporting, or do what I personally prefer and set the export scale to 0.01 instead.
So, For example, if i export a rig to obj (that i built with roblox), the joints will persist? i don’t understand @EmilyBendsSpace
I’ve been waiting so long for this, and I’m sure I wasn’t the only one, no English word can describe for me how awesome this is to have in Roblox.
Wow, this can actually help us to make realistic looking animation
Is there a way to edit the Root Part upon import so it doesnt make your model float 2 feet above the ground?
This is a very cool feature, but there is some things that need to be added.
You HAVE to select from the animation editor rather in studio which is very annoying. It would be very useful and easier to animate it like that rather than how it is right now.
Video:
If Roblox is able to address this issue it would improve my experience a lot.
I already asked them that and the answer was noe
Hope they change that for in animation editor, It would make animations with skinned meshes 100000x easier.
Change your hipheight in the humanoid.
I’m actually not making among us clones, I’m just using it as an example.
Not really.
It’s not the parenting that is important, but what the Motors are connecting.
After import all the Motors connect the MeshParts to the HumanoidRootPart.
Instead the Head should be connected to Torso, and Torso to HumanoidRootPart.
can’t wait for skinned15! no really is that what they said?
funny enough. the model and texture is not even new.
Is there a way to export existing rigs that are inside studio?