Update on the default Animation Editor

As a Roblox developer who isn’t very good at animating and doesn’t wanna learn how to use and animate with blender, the built in Animation Editor should get some new features as it can make my animation look better. I cannot afford this Moon Animator plugin and also I like to animate with the limited Move and Rotation (0.2 studs and 7.5 degrees).

Currently I would have to animate some main keyframes while it has easing style as constant. Then I make the easing style linear and play it, if it looks bad I’d repeat this process which is too time consuming. Then if I want to animate IK, I would copy and paste the previous keyframe.

This can be solved by adding an outline or reference of where the bodyparts were in the previous keyframe.
Then for animating like IK, add a toggle to move bodyparts without moving the rest like moving the torso while the head and limbs stay in place.

Hopefully this isn’t much of a complex feature to add and i want to let you know Im requesting only 2 features here in this post.

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Also adding local rotation for limbs (as in moon animator) would be really useful, that is the only reason why i use that plugin in the first place.

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The request for improvements to the default Animation Editor is a valuable one, and it highlights the challenges faced by developers who want to create quality animations without relying on external tools such as Blender or paid plugins. Roblox Studio’s built‑in Animation Editor is functional, but it lacks several features that would make the animation process smoother, faster, and more accessible to creators of all skill levels.

Currently, animators must rely on repetitive workflows: setting keyframes with constant easing, switching to linear easing, and replaying animations until the results look acceptable. This trial‑and‑error approach is time‑consuming and discourages experimentation. Similarly, inverse kinematics (IK) is not natively supported in a flexible way, forcing animators to copy and paste keyframes or use external plugins. These limitations create unnecessary friction for developers who simply want to produce clean, polished animations inside Studio.

Two specific feature requests stand out as practical and impactful:

  • Keyframe reference outlines: Adding a visual outline or “ghost” of where body parts were in the previous keyframe would give animators a clear reference point. This would reduce guesswork, improve accuracy, and speed up the animation process. Many professional animation tools already include this feature, often referred to as “onion skinning,” and it is widely recognized as essential for smooth workflows.
  • Inverse kinematics toggle: Introducing a simple toggle for IK would allow animators to move body parts like the torso independently, without unintentionally shifting the head or limbs. This would make complex poses easier to achieve and reduce the need for repetitive adjustments. Even a basic implementation would significantly improve usability for developers who do not want to rely on external plugins.

The benefits of implementing these features are clear:

  • Improved accessibility: Developers who are not experienced animators would find it easier to produce quality results.
  • Reduced reliance on external tools: By strengthening the built‑in editor, Roblox lowers the barrier to entry and ensures that creators can animate without needing third‑party solutions.
  • Time efficiency: Fewer repetitive adjustments mean faster workflows and more time spent on creative tasks.
  • Alignment with industry standards: Features like onion skinning and IK are standard in professional animation software. Adding them to Studio would modernize the toolset and demonstrate Roblox’s commitment to supporting creators.
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Not using blender for animating is the equalent of vibe coding.
Just learn, don’t reinvent the wheel.

1 - i have to download blender (will take lots of spaces, including the fact that i have lots of animations)
2- I still have to learn it :sob: , will take a lot of time.

Roblox should in fact enhance their animation editor as it lacks lots of features. They added it for a reason. Roblox should in fact reinvent the wheel.

That is simply not true; Blender is pretty lightweight for its functionality (less than 1 GB), and it is pretty optimized. Even my school PC with 4GB RAM somehow runs and is capable of rendering basic scenes.

Also not true, I learned weights, edit mode, sculpt, UV, procedural and hand-painted textures (I still prefer procedural textures), and vertex paint (masks for procedural textures mostly), as well as baking textures.

It could take from 1 month to 3 months for you to learn; just don’t overdo it. You have to try and then give your brain a day or two to process gained knowledge, and you won’t even realize that you already know it.

There’s no reason for Roblox to bloat the animation editor either; power is in automatization (e.g., driver bones).
Blender is mandatory for making games regardless of engine.

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hmm… :thinking: I’ll give it a try. Ty for your recommendation.

But don’t i need to download each animation one by one? (it will pile up into a big file)

No, you don’t need to save each project as an animation.
You can use Action Editor to push/pull or even blend animations in a single file


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Wow, it’s actually better than animation editor on rx studio!!! Thank you so much!!! :grin:

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