We’ve made improvements to the Animation Clip Editor’s file importer, including better performance and usability, glTF file support, and support for multiple animation clips in the same file.
Previously, the Animation Clip Editor (ACE) enabled you to import animations from external FBX files into Roblox. However, this old importer wasn’t always reliable, and it used a different code path from the newer Import 3D.
Better Performance, Stability, and Bug Fixes: The Animation Clip Editor importer has been updated to use the same underlying codepath from Import 3D. Our internal testing has shown this change should significantly improve import speed and address many of the bugs with the old importer.
glTF File Support: By unifying the import codepath with Import 3D, we’ve also brought the 3D Importer’s support for glTF files to the Animation Editor. This means you can now import both FBX and glTF files from the Animation Editor.
Automatically Save Clips on Import: On import, we now automatically save the imported animations locally to the ServerStorage/RBX_ANIMSAVES folder using the clip’s name from the file. Note, these animations are only saved locally, so a separate step is still required to upload them to Roblox.
Multiple Animation Support: We also now support importing multiple animation clips in the same file at once. All clips in the glTF or FBX file will automatically be saved locally on import and can be swapped into the Animation Editor with the “Load” menu option.
Added Loading Indicator: Previously, when importing large animation files, Studio would freeze while the import was in progress. We’ve added a loading spinner, so that you know when the import is being processed.
Rest Pose Selection Dialog: We’ve updated the dialog that lets you choose whether to use the rest pose from the imported file or the existing rig on the Animation Editor.
What’s Next
We’re working on bringing Reimport support to animations to enable faster iteration from external files. Please let us know if you have any feedback on animation importing or if you encounter any bugs.
FAQ
What’s the difference between importing through the Animation Clip Editor versus Import 3D?
In Studio, there are two different ways to import animation files. They can be uploaded directly as animation assets by using Import 3D. They can also be imported through the Animation Clip Editor, which makes them accessible for editing and previewing before uploading them as assets. Previously, the two different methods used entirely different code paths internally, which caused inconsistent behavior depending on the import method. This update unifies the two code paths, which will bring Import 3D’s better stability and support for glTF files to the Animation Clip Editor’s importer.
It’s gonna take a lot more time for the default animation editor to compete against this plugin a lot, Which I’d say, Blender is the best alternative if you aren’t paying for it.
I only did quick edits and adjustments before uploading my animation imported from Blender
Good progress! It would be great if the animation editor could import animations directly from Blender, as you can do with meshes using the “Upload to Roblox” plugin. For me, that would be the most important feature.
Basically anyone wasting minutes if not hours* *(in case of random unexplainable engine error) times the Character count to import X set of animations one after another before this update:
Good update, but when will there be support to be able to animate more than one rig without needing to use plugins? Will there also be more support for blender animations in general to roblox?
This is a joke right?
I still use the default Animation editor, because not everyone can afford to spend $30 for the same tool but with slightly more features.
It’s 2026, and Roblox still hasn’t added a root motion system for animations… is it really that hard?
Now I’m forced to build ugly workarounds for it.
It’ll be pretty funny if Roblox finally adds this system right when I’m done implementing mine.