Animation Import Improvements
Summary
Roblox has introduced several enhancements to the Animation Clip Editor Importer, including new settings for Rig Scale, Rest Pose Source, and Rig Type. Additionally, animations from imported 3D models are now automatically saved to the AnimSaves folder, streamlining the workflow for creators.
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bballerblox: stud is 0.28 meters, or 11.02 inches. Hmm interesting. Anyways cool update! I don’t animate much tho
W update! Finally i can import animations faster🎉
I’m trying to upload a video clip, but it got stuck loading and when I try to upload, I get 64 errors eror 721×646 200 KB
I got the same error yesterday, you have to restart the studio
Does thas mean when I import a horse (or any other asset with animation) into Studio from Meshy (for instance) - the animation will now be imported with it ? And from what I read… it is saved under animations… .. so does that mean I will have to re-attach it then ?
does it make it so i can import animations with custom rigs with it being exactly like how it was in blender?
I think that’s probably the case. Roblox used to do the bizarre thing of forcing the C0 rotation of bones that would be converted into Motor6D s to (0, 0, 0) (seriously, why?) As a result, while it remained compatible with various R6/R15 characters, we effectively had to hardcode every bone’s rotati
So the canon height of r6 Robloxians is like 4’6? Damn, thats crazy. Good update doe
64 errors?! Are you trying to debug an SSH server?! Hopefully this gets fixed soon.
why would roblox use the worst possible way it can possibly think of
w update now allow us to change the default animations without having to publish the place first
Hi @TQNY2 , Yes! This update allows you to have greater configurability over the animations you upload into Studio. The saved under animations section refers to a specific folder under ServerStorage, called AnimSaves. This folder opens when you work on an animation in the Animation Clip Editor. New
Hi @sakura_soyuta and @AB_XIl , We understand the difficulties of working with Blender and other such tools, especially given all the weird quirks of our different systems! The Interoperability team at Roblox is specifically working on improving these workflows. We have an option in the 3D Importer
Oh, I didn’t realize this already existed. I may have missed it because the name wasn’t immediately obvious to me, and I don’t recall seeing it in the documentation either. The documentation could always be improved with a pr later, but it might also be worth considering whether the naming could be
The feature I was suggesting is actually something different. When importing a rigged character through the 3D Importer, if some bones are converted into Motor6D s, there should be an option to preserve those bones’ global rotations instead of zeroing them out to (0, 0, 0) . To put it more simply, u
I’d love to see an update on the face controller for animation
idk why I got 64 errors; I’m just trying to publish it
Well, I see some people struggle with exporting and importing Blender models and animations into Roblox. Based on everything I’ve tested and noted down, here are some tips so you won’t run into any issues: Create bones for ALL model vertices , even the ones that won’t be animated. Otherwise, vertice
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