heres another video that clears up the exporting part (I kept recording in windows instead of display) ua-cam.com/video/DpOjHqM1N5E/v-deo.html When you swap objects to weight paint, blender actually resets the bone you're selecting even if it's displaying the same bone so when you're weight painting and swap over to an object that would be weight painted to the same bone (like the head and eye part of the mech there), remember to hold Ctrl and select that same bone again or else it'll be weight painted to a different random bone in the armature and mess up the movement.
Good tutorial! I want to say that it would be great if you wrote about exporting animation for Roblox from Blender. I'm sure it would be useful for many.
the only external plugin used in this video was moon animation editor at the very end to pose the model in roblox but it could have also been done on the default roblox animator, other than that everything else in the tutorial is available on default roblox studios and Blender 3.6
How did you import the bones? I tried but it woukd just render withiut bones, and if i tried to put bones on my mesh it just wouldnt control it @@mykaiju
Hello! I know i'm pretty late, but I'd like to ask some questions I had while trying the tutorial. So... I was trying this on a model of Fuwatty from ao oni i made to try the video tutorial. and i'm having some issues rn since I want the torso to have more than one rig to move it, since (if you know what fuwatty is) he has a mouth in the middle of the torso and i want to add some 4 bones on the torso. but it isnt going well as i expected and i'm struggling to do the mouth on him right now. let's just say i'm trying to do the process like you would do on a human mouth to connect to a rig like this with the head. Well... If you need me to be specific or be clear, i'm sorry, i'm just with a big headache right now... well, hope you can help me with this issue!
yea i understand what you mean, it's basically a mouth in the middle of the torso and thats a bit weird to rig, personally i would just keep it a single bone for the lower and upper torso but theres a few things you can do if you want to increase the number of torso bones: If the model is a mesh deformation model, you can just add the spine bones naturally as you would any character model and maybe concentrate them around the jaw region to about 3 bones (basically makes the jaw double or triple jointed for more smooth movements, this will concentrate most of the movement in the middle of the jaw basically) Fuwatty is a really weird character tho and as i said if i was rigging him i'd just keep his torso 2 bones (one for head and and one for the lower body and lower jaw, no need for a jaw bone tbh it wont move naturally with how he looks anyways, this means that for him to open his mouth, he actually will open his upper mouth/the top of his head, not his actual jaw, it's unatural and creepy but i think thats probably what you are going for), if ur making this model in a separated part style like Pillar Chase 2 or old roblox games then you can look at how the model looks in PC2 and learn from it (from the images i've seen the jaw and head is separated into a single segment as well in that game if it helps) , hope this helps!
@@mykaiju Alright! I've been trying what you said and it works! Kinda...I have fixed a lot of problems and the adding 2 bones (one for the upper and lower part of the mouth) Works! What I was going for was to make the fuwatty model move like the movie one (since im trying to make the model accurate to the movie one), but I really prefer just making it a simpler rig! what I've been trying to fix are some parts that weren't supposed to have weight paint moves, it happens when I move the arms and legs, and some parts like the gum, teeth or torso meshes moves with it. Is there any way to completely remove any part that has it?
@@leonardopetralanda6985 A good way to fix weight painting issue, especially if it’s something in a chain of bones (arms, legs, tail bones), is to select a bone in that chain and go down it slowly to see which bone is causing the issue, so if a finger bone is causing the issue but you didn’t know that (you know some bone in the arm is causing that issue but not which), start at the arm, move it around see if its causing the issue, if the area of the gums are completely blue then go down a bone, keep doing that until you find the bone that is causing the issue and paint the area you don’t want it to move completely blue. This is the best way to deal with it imo but it can be really annoying As for Fuwatty, i’m glad the tips helped, but after looking at the movie model i do see that the upper part of his body look pretty floppy and also move, what i would probably do in this case is add 3 bones above the jaw (one will handle the region of the upper jaw, the next handle the heads and the middle of the head, the top handles the forehead and dome area), this should get the range of movement properly and allow him to look a bit more floppy like the movie model, hope it helps
@@mykaiju oh, yea! I've been trying this method you just commented before! the only issue is removing the weight paint from the teeth and torso, since I think there are some areas with a bit of the weight paint on it that I couldn't find till now (an example could be one tooth on the lower teeth that moves when I move the Left Arm rig). Well, I'll try some stuff to fix it and thank you for answering my questions!
if you parent it without weight paint data (Ctrl + P and set parent to bone, good for rigging something like a gun to character's hand) the rig wont be imported into Roblox, it would make it a lot easier rigging mechanical models if you could just parent it that way but for roblox you, need vertex group deformation data at all times, thats why the IK bones doesn't get imported cause there's no vertex group attached to it. unless there is a way to turn objects that are parented to bones into vertex group data..?
Is there a specific version I have to use or am I doing something wrong because when I rig the model and export the model either two things happen: when I animate it in Roblox Studio by moving the bone, the mesh won't move with it, or when I import into Studio the rig's parts are rotated or moved from the original position that it was in in blender. Can you help?
the roblox bug maybe because you have an object with the same name as the bone (name every object separate from the bone, so if theres a neck bone and a neck object, call the object something else that isn't the same name like neck_part) as for the blender issue, it might be an issue with the weight paint, this dev forum post might help you devforum.roblox.com/t/imported-blender-avatar-and-rig-ends-up-blown-apart-in-pieces/2412977/22
clicked Shift + C to reset the cursor, disconnecting the bone basically makes it so the bone's head isn't attached to a tail of another bone, thats how the neck joint could be in the middle of the hinge without the torso bone connecting all the way to it, it also allows the bone to be moved around freely in pose mode
make sure your object's origin transformation in blender is at zero, you may have rotated the mesh in object mode sometime during modeling. you can apply transformations with Ctrl + A
if you mean moving the individual parts of the rig in studio causes them to just fly right back to their original position then yes, it's annoying but mesh deformation models are a bit limited in roblox.
heres another video that clears up the exporting part (I kept recording in windows instead of display) ua-cam.com/video/DpOjHqM1N5E/v-deo.html
When you swap objects to weight paint, blender actually resets the bone you're selecting even if it's displaying the same bone so when you're weight painting and swap over to an object that would be weight painted to the same bone (like the head and eye part of the mech there), remember to hold Ctrl and select that same bone again or else it'll be weight painted to a different random bone in the armature and mess up the movement.
Finally! Someone made tutorial on this. Thanks a lot!
Good tutorial! I want to say that it would be great if you wrote about exporting animation for Roblox from Blender. I'm sure it would be useful for many.
Looks really good, appreciate it, Ive had trouble rigging mechs
What did you use to animate / and what did you use to import the rigs ?
If there are any plugins PLLLEASE send the link 🙏🙏
the only external plugin used in this video was moon animation editor at the very end to pose the model in roblox but it could have also been done on the default roblox animator, other than that everything else in the tutorial is available on default roblox studios and Blender 3.6
How did you import the bones? I tried but it woukd just render withiut bones, and if i tried to put bones on my mesh it just wouldnt control it @@mykaiju
@@H_ELPSATURN to export bone mesh from blender to roblox, make sure to export on FBX with mesh and armature turned on
Thank you this truly helped
Hello! I know i'm pretty late, but I'd like to ask some questions I had while trying the tutorial. So... I was trying this on a model of Fuwatty from ao oni i made to try the video tutorial. and i'm having some issues rn since I want the torso to have more than one rig to move it, since (if you know what fuwatty is) he has a mouth in the middle of the torso and i want to add some 4 bones on the torso. but it isnt going well as i expected and i'm struggling to do the mouth on him right now. let's just say i'm trying to do the process like you would do on a human mouth to connect to a rig like this with the head. Well... If you need me to be specific or be clear, i'm sorry, i'm just with a big headache right now... well, hope you can help me with this issue!
yea i understand what you mean, it's basically a mouth in the middle of the torso and thats a bit weird to rig,
personally i would just keep it a single bone for the lower and upper torso but theres a few things you can do if you want to increase the number of torso bones:
If the model is a mesh deformation model, you can just add the spine bones naturally as you would any character model and maybe concentrate them around the jaw region to about 3 bones (basically makes the jaw double or triple jointed for more smooth movements, this will concentrate most of the movement in the middle of the jaw basically)
Fuwatty is a really weird character tho and as i said if i was rigging him i'd just keep his torso 2 bones (one for head and and one for the lower body and lower jaw, no need for a jaw bone tbh it wont move naturally with how he looks anyways, this means that for him to open his mouth, he actually will open his upper mouth/the top of his head, not his actual jaw, it's unatural and creepy but i think thats probably what you are going for),
if ur making this model in a separated part style like Pillar Chase 2 or old roblox games then you can look at how the model looks in PC2 and learn from it (from the images i've seen the jaw and head is separated into a single segment as well in that game if it helps) , hope this helps!
@@mykaiju Alright! I've been trying what you said and it works! Kinda...I have fixed a lot of problems and the adding 2 bones (one for the upper and lower part of the mouth) Works! What I was going for was to make the fuwatty model move like the movie one (since im trying to make the model accurate to the movie one), but I really prefer just making it a simpler rig! what I've been trying to fix are some parts that weren't supposed to have weight paint moves, it happens when I move the arms and legs, and some parts like the gum, teeth or torso meshes moves with it. Is there any way to completely remove any part that has it?
@@leonardopetralanda6985
A good way to fix weight painting issue, especially if it’s something in a chain of bones (arms, legs, tail bones), is to select a bone in that chain and go down it slowly to see which bone is causing the issue, so if a finger bone is causing the issue but you didn’t know that (you know some bone in the arm is causing that issue but not which), start at the arm, move it around see if its causing the issue, if the area of the gums are completely blue then go down a bone, keep doing that until you find the bone that is causing the issue and paint the area you don’t want it to move completely blue.
This is the best way to deal with it imo but it can be really annoying
As for Fuwatty, i’m glad the tips helped, but after looking at the movie model i do see that the upper part of his body look pretty floppy and also move, what i would probably do in this case is add 3 bones above the jaw (one will handle the region of the upper jaw, the next handle the heads and the middle of the head, the top handles the forehead and dome area), this should get the range of movement properly and allow him to look a bit more floppy like the movie model, hope it helps
@@mykaiju oh, yea! I've been trying this method you just commented before! the only issue is removing the weight paint from the teeth and torso, since I think there are some areas with a bit of the weight paint on it that I couldn't find till now (an example could be one tooth on the lower teeth that moves when I move the Left Arm rig). Well, I'll try some stuff to fix it and thank you for answering my questions!
@@leonardopetralanda6985 yeaa np, i'm glad i could help!
You could just parent the objects to the bone without weight painting as well
if you parent it without weight paint data (Ctrl + P and set parent to bone, good for rigging something like a gun to character's hand) the rig wont be imported into Roblox, it would make it a lot easier rigging mechanical models if you could just parent it that way but for roblox you, need vertex group deformation data at all times, thats why the IK bones doesn't get imported cause there's no vertex group attached to it. unless there is a way to turn objects that are parented to bones into vertex group data..?
@@mykaiju I see.
Is there a specific version I have to use or am I doing something wrong because when I rig the model and export the model either two things happen:
when I animate it in Roblox Studio by moving the bone, the mesh won't move with it, or when I import into Studio the rig's parts are rotated or moved from the original position that it was in in blender. Can you help?
the roblox bug maybe because you have an object with the same name as the bone (name every object separate from the bone, so if theres a neck bone and a neck object, call the object something else that isn't the same name like neck_part) as for the blender issue, it might be an issue with the weight paint, this dev forum post might help you devforum.roblox.com/t/imported-blender-avatar-and-rig-ends-up-blown-apart-in-pieces/2412977/22
can you show what you clicked bc idk what you clicked at 2:06? also what did you mean by disconnect bone from its parent can u show me how to do that?
clicked Shift + C to reset the cursor, disconnecting the bone basically makes it so the bone's head isn't attached to a tail of another bone, thats how the neck joint could be in the middle of the hinge without the torso bone connecting all the way to it, it also allows the bone to be moved around freely in pose mode
where do i find the settings at 9:37
click File in the top left hand corner, click Export, then click FBX
Next video about animating your robot in blender then export animation in roblox ? 😊
perhaps..
I have problem with exporting,whenever i export and import it into Roblox, the rotation of each Mesh get changed.... how do I fix this problem?
make sure your object's origin transformation in blender is at zero, you may have rotated the mesh in object mode sometime during modeling. you can apply transformations with Ctrl + A
the video doesn't fully show how to export it once you do the exportation after you convert it as a fbx file
oh yea thats my bad i didn't record it well, i'll make a shorter video thats actually just the exporting and not the entirety of the rigging process.
i know this may be stupid from me to be the one to ask but would you mind if doing a full process next time you can? It'd be helpful for me
this did help but i have a problem, i cant move the parts in roblox studio, is this normal?
if you mean moving the individual parts of the rig in studio causes them to just fly right back to their original position then yes, it's annoying but mesh deformation models are a bit limited in roblox.
@@mykaiju yea I know, I just figured out that I have to move the bones in Roblox