Roblox Make an Animation and Upload It to Roblox

Roblox Studio features a powerful, built-in Animation Editor which allows you to design and publish custom animations.

Model Requirements

The animation editor can be used for both stock human characters or non-human models, as long as all moving parts are connected with Motor6D objects. Assuming your model is compatible, follow these steps to brainstorm creating an animation:

  1. Click the Animation Editor button in the Plugins tab.

  1. Select the rig to ascertain animations for.
  2. If prompted, type in a new animation name and click Create in the dialog.
  3. The editor window will open, showing a tracklist and the animation timeline.

If you're new to Roblox animation, information technology's recommended that y'all start with 1 of the default rigs created through the Build Rig push button in the Plugins tab. These rigs already contain the basic parts and mechanisms to build a graphic symbol blitheness.


Creating Poses

To breathing a rig, you'll demand to define poses by moving/rotating specific parts like the caput, right paw, left pes, etc. When the animation runs, it volition smoothly animate the rig from pose to pose.

Consider a elementary animation where a human character turns its head 45° to the left. This animation involves 2 poses — the initial position of the head (looking forrard) and the turned position of the head (looking left).

To create a new pose:

  1. Move the scrubber bar to the fourth dimension/frame position where you want to gear up the pose, for instance 0:xv. Past default, timeline units are expressed as seconds:frames and animations run at thirty frames per second, so 0:15 indicates ½ second.

  1. Hover your mouse over the rig and click on a part to select it.
  2. Move and/or rotate the part to the desired orientation. When you exercise so, a track will be created and a new keyframe will exist created along the timeline, indicated past the diamond symbol.

  1. Proceed moving or rotating parts until you get the desired pose. Whenever you adjust a specific function, a keyframe is defined for that part at the selected time/frame.
  2. When you're fix to preview the animation, press the pocket-size Play push button in the upper-left section of the editor window. Animations can also be played/paused with Spacebar.

By default, the timeline displays a duration of i second (30 frames), although the blitheness's actual duration volition be determined past the terminal keyframe. To add more time to the timeline view, enter a new value in the right-side box of the position indicator:


Working With Keyframes

Once you define bones poses for a rig, fine-tuning individual keyframes can significantly improve the terminal animation.

Calculation Keyframes

Every bit shown in the poses department above, keyframes are automatically added when you alter a part'south orientation anywhere along the timeline. In improver, keyframes can be added every bit follows:

  • For a single office of the rig, move the scrubber bar to a new position, click the button for a track, and select Add Keyframe.

  • For multiple parts of the rig, right-click in the region above the tracks and select Add Keyframe Here. Note that the keyframes volition be inserted at the fourth dimension/frame closest to where y'all click, not at the position of the scrubber bar.

Moving Keyframes

To increase or decrease the amount of time between a keyframe and a neighboring keyframe:

  1. Click on whatever keyframe in the timeline. Alternatively, y'all tin select all keyframes at a specific position past clicking the diamond symbol in the upper bar. Selected keyframes will be surrounded with a blueish border.
  1. Drag the keyframe(due south) left or right into a new position.

Copying Keyframes

A specific keyframe (or keyframes for multiple parts) tin can be copied and pasted to a new position in the timeline.

  1. Select i or more keyframes as outlined in step #1 of the department above.
  2. Press Control+C (Control ⌘+C on Mac).
  3. Move the scrubber bar to a new position.
  4. Printing Command+V (Command ⌘+V on Mac). The keyframe(due south) will be copied to that position.

Deleting Keyframes

One or more keyframes tin can be deleted by simply selecting them and pressing Delete or Backspace.

Animation Easing

Easing is an important concept in blitheness. Past default, a part will move/rotate from one keyframe to the next in an even, steady movement known equally linear easing.

As you can see, linear easing makes the character's kick animation appear stiff and robotic. While that may await appropriate for some motions, compare the following video where cubic easing is applied to make the leg breathing more than naturally.

To modify easing for one or more keyframes:

  1. Select the keyframe(s).
  2. Correct-click and cull an option from the Easing Way and/or Easing Direction context menus.
Easing Mode Clarification
Linear Moves at a constant speed.
Constant Removes interpolation between the selected keyframe and adjacent keyframe (animation will "snap" from keyframe to keyframe).
Cubic Eases in or out with cubic interpolation.
Elastic Moves every bit if the object is attached to a rubber band.
Bounce Moves as if the start or end position of the tween is bouncy.
Easing Direction Description
Out The motion will be faster at the beginning and slower toward the terminate.
InOut In and Out on the same tween, with In at the outset and Out taking effect halfway through.
In The movement volition be slower at the first and faster toward the end.

Inverse Kinematics

When animating characters, inverse kinematics (IK) can help calculate rotations for neighboring joints in order to get 1 specific joint to a desired location.

To brainstorm editing an blitheness in IK mode:

  1. Click the IK button in the animation editor.

  1. Nearly the bottom of the window that opens, click Enable IK.

IK Modes

IK features both Torso Part mode (exclusive to /articles/r6 vs r15 avatars|R15/Rthro rigs) and Full Trunk mode. This tin be toggled from the IK window.

Body Function Mode Full Body Manner
Isolates move to related limbs. For example, moving the RightHand part will only bear on parts that compose the right arm. The IK solver will consider all joints when moving a specific part. However, you may exclude specific parts from this process past pinning them (run into below).

Pinning Parts

When editing an blitheness in Full Body style, you can pin a part to make information technology immovable. In the following video, both feet are pinned and remain stationary while moving other parts, just either foot can still be direct manipulated.

To pivot a specific part, click the pin icon adjacent to its name. Retrieve that Full Body mode must be enabled to employ this feature.

To return to "forrard kinematics" mode, click on Disable IK almost the lesser of the IK window. Note that this will non remove any manipulations yous made while in IK manner — that data will remain stored in any keyframes which were created while IK was applied.


Animation Settings

Looping

When designing an blitheness in the editor, you can toggle on the Looping push button to brand it automatically loop:

Priority

In an actual game, you'll probably apply unique animations for different player actions and states, for instance a spring blitheness and an "idle" animation. Logically, the jump animation should take priority over the idle animation and so that characters don't perform both at the same time.

Yous can set one of iv priority levels equally follows:

  1. Click the push button in the upper-left section of the editor window.

  1. Cull an option from the Set up Animation Priority menu. In a game, if you play an animation with a higher priority than one that'southward already playing, the new blitheness volition override the one-time.

lowest priority

highest priority

Cadre Idle Movement Action

Blitheness Events

Blitheness consequence markers tin can exist defined across the timeline bridge and AnimationTrack/GetMarkerReachedSignal|GetMarkerReachedSignal() can be used to find those markers as the animation runs.

Showing Events

By default, the effect rail isn't visible. To reveal it:

  1. Click the gear push button to the right of the timeline.

  1. Select Testify Animation Events. This will open the events bar directly below the control bar.

Creating Events

To create a new event marker:

  1. Position the scrubber bar at the point along the timeline where the event should occur.
  2. Click the Edit Blitheness Events button to edit markers at the selected position.

  1. In the popup window, click Add Event and enter an upshot proper name.
  2. In the Parameter field, yous can enter a parameter string for the result, outlined in more than detail below.
  3. When fix, click Salve to annals the event. In the events bar of the editor, you'll run into a new marking symbol at the selected position.

Detecting Events

To find animation events in a LocalScript, connect a function to the AnimationTrack/GetMarkerReachedSignal|GetMarkerReachedSignal() office of AnimationTrack, for case:

As noted earlier, yous tin specify a Parameter value for any event marking within the animation editor. This lets you laissez passer a custom string (single value, comma-separated string, etc.) to the AnimationTrack/GetMarkerReachedSignal|GetMarkerReachedSignal() function equally illustrated past the paramString statement in the lawmaking example above. This string tin so be parsed or converted, if necessary, and used for whatever action you wish to perform in the event.


Cloning Events

Equally you lot create events, they go available for usage throughout the animation, not just at the fourth dimension position where you created them. For example, you can create a "FootStep" consequence marker at the point where a character's left foot touches downward, then apply the same event when the character's correct pes touches downward.

To clone an issue:

  1. Click an event marker in the event bar.

  1. Press Command+C (Control ⌘+C on Mac).
  2. Move the scrubber bar to the signal where the event should be cloned and printing Control+5 (Command ⌘+Five on Mac).

Saving and Exporting

Once you're satisfied with an animation, you can either salve it as a KeyframeSequence object or export it to Roblox for use in your games.

Saving to Project

To save an animation as a KeyframeSequence:

  1. Click the button in the upper-left section of the editor window.

  1. Select Save or Salve As from the context bill of fare to salvage the animation equally a child of the AnimSaves object (itself a child of the rig).

Exporting to Roblox

To utilize an blitheness in an actual game, yous must export it to Roblox and note the assigned asset ID.

  1. Click the button in the upper-left section of the editor window.

  1. Select Export from the context bill of fare.
  2. Determine whether to create a new blitheness or overwrite an existing one.
  3. Once the upload is consummate, you tin copy the animation's nugget ID by clicking the "copy" push in the export window. This ID is required for scripting animations every bit outlined in /articles/using animations in games|Using Animations in Games .

If your animation will be used for a default Roblox character animation similar jumping or running, every bit outlined /articles/using animations in games|here, you must rename the final keyframe End (with a upper-case letter E). This can be done by right-clicking the concluding "select all keyframes" symbol in the upper bar and choosing Rename Key Keyframe.


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Source: https://developer.roblox.com/en-us/articles/using-animation-editor

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