You could just rename the bones in Blender.
What features are you missing? Thereâs âanimating itâ and thereâs "giving it all the features of a Humanoid.
To animate it, you need to see the animation in Animation Editor, save it to Roblox on the account that owns the game, loadAnimation onto the AnimationController and Play.
To make it a humanoid, you need to add a Humanoid and Animator in place of the AnimationController. Add a HumanoidRootPart and throw the rig in there. Then you animate it with the Animator instead and see whatâs missing.
Not enough information, but Iâve done both.
I got it fixed. Thanks for your response. My problem now is that when importing animations from Mixamo, the lower torso area of the rig is locking in place even though it is literally all one object. It messes with the animation
My problem now is that with the custom rig imported and Mixamo animations imported into it, the game seems to be determining a âlower torsoâ area and not allowing that area to move or animate even though he is made of one solid model. He essentially cannot move at all other than being pushed by a player. If anyone knows any fixes for this, that would be great.
Adding this a few hours later. I still canât fix the âlower torsoâ not showing the animation. I did get it to walk by adding a random cube into my blender scene named âHumanoidRootPartâ and exporting it. Instead of making âcubeâ the parent of the bones it makes a âRootPartâ at the feet of it. It does behave as an NPC as long as it has that HumanoidRootPart with a motor6D attached to the RootPart. It looks really odd walking around though since the lower torso doesnât move. Iâve messed with hip height and it just seems to raise it up into the air. My next test will be to use a bone as the RootPart and parent the rest of the bones to it. Anyways if Roblox staff see this post, please please please enlighten me on why lower torsos never seem to animate. This mesh is all one mesh though, so somehow it seems the game is determining that location to not animate even though it does work in Mixamo. I know this stuff is complicated but Iâm close to having it working. I just need it to not lock up parts of it from playing the assigned animation. Sorry for the long post. Hope to hear some answers!
Wanted to add an update as Iâve been working on this for 3 days now. It seems like thereâs such a simple solution and it is going over my head for some reason. I have come to the conclusion that the root bone does not follow animations imported from Mixamo (even though it works fine in Mixamo) and it cannot be animated in the animation editor either. It is like it is completely locked in place so any animations try to compensate for its lack of motion and they dont work correctly at all. I am including screenshots to show what it looks like in Roblox and what it looks like in Blender.
The hip bone cannot move. The two upper leg bones automatically create a connection to the bottom of the hip bone even though they are connected to the top in blender. Also I know it is bad practice not to label my bones but Iâve re-rigged this thing so many times Iâm over it lol. Anyways Iâm still looking for that golden answer Iâm hoping someone has to fixing this.
I had a similar issue with my rat, but it hopped in animation editor, then failed while playing The game. The issue was the animation had both parts and bones in there, causing the root part to seize up.
Check your editor. Also, try reimporting your model back into blender. Maybe it exports wrong.
Thank you for your reply. It imports right back into Blender just fine. It also imports into Adobe Mixamo just fine as well and the entire rig works there. It is literally just the parent bone and the extra attachments that Roblox seems to draw automatically to the parent bone from the upper legs as shown in the picture. Iâm stumped.
When you import a skinned mesh with the âcustomâ method, it creates a model which contains an initial poses folder, an animation controller(both of which I have never needed to save), a part called âRootPartâ which the bones are parented to, and a MeshPart which is the object in blender(in your case it is called âbodyâ). I did not see the RootPart in your pictures so either you deleted/renamed it, parented bones differently, or the animation editor imports differently than it used to. So your problem might be what you did to the rig after you imported it, or how you set up the rig in blender(which doesnât seem to be the case). I could be entirely wrong though because I canât try it out right now. If you still canât get things to work then attaching a full image of the model right after importing it will help. Good luck
Whenever I have exported out of blender and imported as a custom, it will not generate anything but the âbodyâ which is the mesh and it is the parent of the bones. I have to include another object in there if I want it to create a rootpart. Not sure why. Not really sure where to go. Also what is the difference between RootPart and HumanoidRootPart? I have been able to get it to pathfind and walk around but only if I have a RootPart and HumanoidRootPart, but the animation is still not moving in the hip area so it looks very off. I also know it isnât any of the scripts because it has the issue without them.
I am pretty sure that RootPart is just what the importer calls it, but HumanoidRootPart and RootPart are the same thing, I typically rename RootPart to HumanoidRootPart if I am making the mesh into a humanoid character. You might want to try making a box in Blender called âRootPartâ and parenting it to your armature with empty weights then importing it into Roblox studio. If that works then the importer was probably changed due to devs wanting to be able to position the RootPart, instead of it being default to 0,0,0(it was talked about previously in this topic).If that doesnât work, then I am also confused.
Would you be willing to take a look at this blend file for me? This has my rig and then a Mixamo auto-rig of the same mesh. The Mixamo rig animates in Roblox properly. Mine will not animate in the hip area inside Roblox but it does in Mixamo. I have not been able to see a difference between the two rigs other than the amount of bones but that has not seemed to have any effect during all of testing Iâve done. The only issue with the Mixamo rig when I use the animation editor in Roblox is that it floats way off the baseplate. Anyways if youâd be willing to look at this for me that would be much appreciated! (My rig is on the left and Mixamo on the right.) Also if you wouldnât mind showing me what you meant about setting up a RootPart within Blender that would be nice. I havenât had any luck beforehand.
GoblinBlender.blend (1.0 MB)
I didnât have any problems when I imported your mesh(not the mixamo one) into studio, I can move the hip bone and it doesnât seem to be broken. In blender I had to reparent the âCube.002â to âMyRigâ because it was importing with only one bone, I think that was because I am using a different version of blender than you, I got a data loss pop-up when I opened the file.
The other thing I found out was that I was correct about the importer being changed. It used to be that importing any rig regardless of the number of parts will create a RootPart with the bones parented to it and the meshed motor6dâd to it. But now it will only create a RootPart if you have more than one mesh. So if you really wanted a RootPart(which you donât need) you have to include a useless mesh which you can import and delete in studio, which you already figured out.
In the screenshot of your golem in studio I would rename the âCubeâ MeshPart to âHumanoidRootPartâ and set the PrimaryPart of the model to it so that other scripts could be compatible with it, it is easier to read/view, and because the humanoid of your model might rely on it(not sure if it does, but it sounded like pathfinding does).
Going back to the hip problem, I am not really sure what your problem is. Is the problem that in the animation editor rotating the hip bone will do nothing, or rotating the hip bone will also rotate the whole rig, or something else? And you also said that in the Mixamo animation, the hips were moving?
Thanks for reviewing my stuff. I went in and manually created everything to get it working, played with hip height, and used the mixamo auto-rigger and I got everything working just fine. I still donât understand why the parent bone is not allowed to move when I use my rig in mixamo and then import the animation, but now that I can work around it, I should be fine. Iâm on the current version of Blender but there might be an issue so Iâll review that. I appreciate you looking at it for me.
It seems that exporting an armature from Blender as an fbx and importing it into Roblox doesnât work the way it used to. I used to get a model with bones in it, as the armature has in Blender, but now no bones are to be found. Has something changed in the last few months?
It turns out I made a mistake and didnât parent the armature itself properly.
My apologies. But let it be known that this can be a cause of the exportation step failing.
Need some help here not sure if itâs a bug or if I set it up wrong.
I have all the bones auto rigged by mixamo and they work perfectly fine in Blender but for some reason when I try to import them via the custom rig it just does this.
This looks like an origin issue. Happy to help debug! What I so to successfully get my avatars to load is to set all meshparts to the same origin and apply all transformations. Then all parts need to be parented (with deform) to the armature before exporting.
Adding to the thread: I would like to see resizing meshes added to the functionality of skinned meshes.
When my Train is moving to the right or left how how can i close the gap between the train with this part?
You canât resize individual bones yet, but you can put a bone on each side and move them towards each other and back to get an accordion effect.
I dont know really how to do that.