The information on this page may no longer be accurate. To see the latest, go to our new and improved documentation. You can also learn more about the future of documentation.

Creating Custom Rigs

Creating Custom Rigs

5 min

Custom rigs are models that have been uniquely designed with joints and armature in 3D modeling software, such as Maya or Blender. This guide covers the conventions required when designing the joints and armature of your models, as well as instructions for exporting, importing, and testing rigs in Studio.

Joint Conventions

To avoid unexpected behavior when you import a custom rig into Studio, ensure you meet the following conventions when you set up joints:

  • Individual joints and bones must have unique names. In the event that multiple joints share the same name, Roblox will drop all but one of the joint instances arbitrarily.
  • There must be a maximum of 4 influences per joint (Maya) or Weights per Vertex (Blender). Set a maximum influence count in Maya or limit the number of weights per vertex in Blender to 4.
  • Model should be oriented in a natural pose. Joints will be imported into Studio with the orientation that they are exported with. A good practice is to use a pose that best enables the topology and skinning process and then export the model at a natural idle posture.
  • The top level root joint or vertex should not have skin influences. Any top level skin influences may be dropped when the rig is imported into Studio.

Exporting Models

To avoid errors or unexpected behavior when exporting and importing your custom rig into Studio, please review the Exporting Models documentation and follow the guidelines depending on whether you’re exporting from Blender or Maya.

Importing to Studio

Once the rig is exported, it can be imported into Roblox via the Avatar Importer located in the Plugins tab. For a walkthrough of this process, see the Importing to Studio documentation.

Testing in Studio

Once imported into Studio, you should confirm that the joints have been imported correctly by moving the rig in the Animation Editor. Confirm that each joint exists, controls its intended part, and is oriented correctly.

  • avatar
  • rig
  • model
  • import