We use cookies on this site to enhance your user experience

Importing Custom Rigs

Importing Custom Rigs

Aug 29 2019, 9:19 AM PST 10 min

This article outlines the Roblox import process of custom rigs from Autodesk Maya or Blender — including those with animations — for use as non-player characters, mechanical objects, etc.

Model Guidelines


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).

Model Hierarchy

For the overall model hierarchy, ensure that:

  • There’s a top-level joint named Root (case-sensitive).
  • Each descendant joint of Root has a matching geometry of either the same name or the name with a _Geo suffix. For instance, if the joint name is Torso, the geometry name should be Torso or Torso_Geo.

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
Smooth Mesh enabled
Referenced Assets Content enabled
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 a custom rig, please download the sample (SimpleDog.fbx).


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

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


Importing/Exporting Animations

If you animated your model directly within Maya or Blender, you can import and upload the animation through Roblox’s built-in /articles/using animation editor|Animation Editor.

Importing Animations

To import animations from the FBX file:

  1. From the Plugins tab, click Animation Editor.
  2. Select the model (ImportedCustomRig) and click Create if prompted. Ignore any warnings about an invalid R15 avatar.
  3. From the File menu in the animation editor (not Studio’s main File menu), select Import FBX Animation.
  4. Browse to and select the same FBX file (SimpleDog.fbx).

Exporting Animations

Once you have animations successfully imported, you must upload them to Roblox.

  1. From the File menu in the animation editor (not Studio’s main File menu), select Export.
  2. Choose a new or existing slot.
  3. When the upload is complete, copy or record the animation ID which will be needed for testing the custom rig.
  1. Exit out of the dialog window; you may also close the animation editor window at this point.

Testing in Studio

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

  1. In the Explorer window, move the ImportedCustomRig into ServerStorage.
  1. Hover over ServerScriptService, click the button, and insert a new Script.
  1. Rename the new script CreateObjectFromRig.
  2. Copy and paste the following code into the script.
  1. On line 3, change the animationID value to the ID you gathered in the Exporting Animations process earlier.
  1. On line 10, change the humanoidObject.HipHeight value to the number you calculated in the Hip Height notes earlier.
  1. Play the game and you should see the dog in the game, moving with the simple animation that was configured in the FBX file.


  • rig
  • model
  • import
  • animation