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Importing Rthro Avatars

Importing Rthro Avatars

Oct 03 2019, 2:58 PM PST 10 min

This article outlines the Roblox import process of Rthro avatars from Autodesk Maya or Blender.

Model Guidelines

General

When building a character model in Maya or Blender, follow these general guidelines:

  • Make sure your units are set to Centimeters.
  • Geo meshes should have translate values only. These values should be relative to their parent joint — for instance, if you unparent the mesh from its joint, the translate values should be zeroed out (0, 0, 0).
  • All joints should be placed correctly and have no rotation on any axis — they should all be (0, 0, 0). Similarly, the scale for every joint should remain at the default and be set to (1, 1, 1).

R15 Rigs

If your model is a humanoid articles/roblox avatars|R15 rig, ensure that:

  • The hierarchy setup is correct in terms of proper ordering and case-sensitive naming as shown in the full model hierarchy below.
  • The LeftGrip_Att and RightGrip_Att attachments have a 90° rotation on the X axis. In short, their rotation should be (90, 0, 0).
Root
Root_Att
HumanoidRootNode
LowerTorso
LowerTorso_Geo
UpperTorso
UpperTorso_Geo
BodyFront_Att
BodyBack_Att
LeftCollar_Att
RightCollar_Att
Neck_Att
Head
Head_Geo
FaceFront_Att
FaceCenter_Att
Hat_Att
Hair_Att
LeftUpperArm
LeftUpperArm_Geo
LeftShoulder_Att
LeftLowerArm
LeftLowerArm_Geo
LeftHand
LeftHand_Geo
LeftGrip_Att
RightUpperArm
RightUpperArm_Geo
RightShoulder_Att
RightLowerArm
RightLowerArm_Geo
RightHand
RightHand_Geo
RightGrip_Att
LeftUpperLeg
LeftUpperLeg_Geo
LeftLowerLeg
LeftLowerLeg_Geo
LeftFoot
LeftFoot_Geo
LeftFoot_Att
RightUpperLeg
RightUpperLeg_Geo
RightLowerLeg
RightLowerLeg_Geo
RightFoot
RightFoot_Geo
RightFoot_Att
WaistBack_Att
WaistCenter_Att
WaistFront_Att

Attachments

Attachments are meshes which are positioned around the model, allowing Roblox character accessories to attach to it. When creating meshes for attachment placement, ensure that they’re properly embedded into the model’s mesh.

CORRECT — Attachment mesh halfway embedded into model's head
INCORRECT — Attachment mesh floating above the model's head

Exporting the Model

Please review the following guidelines depending on whether you’re exporting from Maya or Blender.

Before exporting a character from Maya, make sure to set the units to Centimeters. Then, use FileExport All with the following changes to the default settings:

Setting Value
Geometry
Smooth Mesh enabled
Referenced Assets Content enabled
Units
Automatic enabled
Axis Conversion
Up Axis Y
FBX File Format
Type Binary
Version FBX 2014/2015

Before exporting a character from Blender, make sure to set the units to Centimeters. Then, make the following changes to the default settings in the Export FBX panel:

Setting Value
Camera button disabled
Lamp button disabled

Importing to Roblox Studio

To understand the process of importing an Rthro rig, please download the sample (RthroRigged.fbx).

Download

Once you’ve downloaded the FBX file, proceed as follows:

  1. From the Plugins tab in Studio, click the Avatar Importer button.
  2. Click Rthro from the four options.
  1. Browse to the downloaded file (RthroRigged.fbx). In Studio, it should import as this rig.

Testing in Studio

As a final step, the rig can be tested as follows:

  1. In the Explorer window, move the ImportedRthroRig into the StarterPlayer folder.
  1. Rename it to StarterCharacter.
  1. Play the game and test your character. If desired, change the BodyTypeScale of your character from 0–1 to see it change sizes (this property can be found as a child of the Humanoid node of your character).
Tags:
  • avatar
  • rig
  • model
  • import