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Copy file name to clipboardExpand all lines: content/en-us/art/characters/export-settings.md
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@@ -27,15 +27,15 @@ Use the following guidance before exporting:
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- While your mesh objects must be parented within an armature object, you can also parent your outer cage objects to a single empty object to simplify your workspace.
<imgsrc="../../assets/art/avatar/Character-Data-Model-Collapsed.png"width = "60%"alt="Screenshot of a Blender project Outliner with parent objects collapsed."/>
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- In the cage parent object, ensure you have an [outer cage](../characters/specifications.md#outer-cages) for each of your 15 body parts with appropriate naming affix.
<imgsrc="../../assets/art/avatar/Character-Data-Model-Cages.png"width = "60%"alt="Screenshot of the 15 outer cage meshes that you must include with a character export."/>
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- In the armature object, ensure that you include the all [15 mesh objects](../characters/specifications.md#body-parts) and [19 attachments](../characters/specifications.md#attachments) with the appropriate naming affix.
<imgsrc="../../assets/art/avatar/Character-Data-Model-Joints.png"width = "60%"alt="Screenshot of 15 child objects parented within an Armature object."/>
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<Alertseverity = 'info'>
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For more information on supported modeling objects and proper configuration, see [Character specifications](../characters/specifications.md).
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Before exporting a mesh from Blender, make sure either your **Scene Properties** > **Unit Scale** to `.01` or your export settings **Transform** > **Scale** is set to `.01` to ensure similar `.fbx` scaling within Studio.
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When exporting characters with animation or FACS animation, ensure that your animation timeline **Start** and **End** include the entire range of your animations.
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<imgsrc="../../assets/art/avatar/basic-creation/Blender-Animation-Start-End.png"width = "60%"alt="Zoom-in of Blender animation track indicating a Start value of 0 and End value of 308." />
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1. In the topbar, click **File** > **Export** > **FBX (.fbx)**. The Blender file browser window displays.
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2. Set **Path Mode** to **Copy** and enable the **Embed Textures** icon.
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3. In the Include section, enable **Custom Properties**.
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4. Expand the Armature section and uncheck **Add Leaf Bones**.
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5. Enable **Bake Animation**.
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6. Expand Bake Animation and **uncheck NLA Strips**, **All Actions**, and **Force Start/End Keyframes**.
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1. Ensure your project animation timeline has the correct **Start** and **End** range of all your keyframes.
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7. In Bake Animation, set **Simplify** to **0.0**.
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8. Click the **Export FBX** button. Save the `.fbx` to the directory of your choice.
<imgsrc="../../assets/accessories/lc-requirements-maya-settings-with-animation.png"alt = "Screenshot of Maya export settings for exports with animation."/>
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11. After exporting, use Studio's [3D importer](../../art/modeling/3d-importer.md) to import your model. See [Test characters in Studio](../../art/characters/testing/studio.md) for additional importing and testing information.
description: RDC is an invite-only, hybrid (in-person and online) event that brings together Roblox developers, brands, and creators worldwide.
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Roblox Developers Conference (RDC) is coming back as a virtual and in-person event to San Jose on September 5-6! RDC is an invite-only event that brings together Roblox developers, brands, and creators worldwide. There will be networking opportunities, in-depth breakout sessions, product demonstrations, and office hours—all designed to empower your success and showcase the future of Roblox.
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Roblox Developers Conference (RDC) is coming back as a virtual and in-person event to San Jose on September 5-6, 2025! RDC is an invite-only event that brings together Roblox developers, brands, and creators worldwide. There will be networking opportunities, in-depth breakout sessions, product demonstrations, and office hours—all designed to empower your success and showcase the future of Roblox.
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