{"id":1312,"date":"2026-08-31T05:02:26","date_gmt":"2026-08-31T05:02:26","guid":{"rendered":"https:\/\/www.nilo.io\/articles\/export-blender-animation-roblox-studio"},"modified":"2026-08-31T05:02:26","modified_gmt":"2026-08-31T05:02:26","slug":"export-blender-animation-roblox-studio","status":"publish","type":"post","link":"https:\/\/www.nilo.io\/articles\/export-blender-animation-roblox-studio","title":{"rendered":"How to Export Blender Animations to Roblox Studio"},"content":{"rendered":"<p><em>Written by: Nuno Leiria, Founder &amp; CEO @ Nilo<\/em><\/p>\n<h2 id=\"key-takeaways\">Key Takeaways for Your Blender to Roblox Exports<\/h2>\n<ul>\n<li>You follow five main steps: pick your rig type, bake with Visual Keying, set FBX values, configure the Clip Editor, then publish the Asset ID.<\/li>\n<li>The three biggest headaches are rig mismatch between Blender bones and Roblox joints, broken NLA strips that scramble keyframes, and polycount spikes that pass Roblox\u2019s 20,000-triangle limit.<\/li>\n<li>Bone naming rules matter a lot. Bone names must never match exported object names, or Roblox\u2019s importer converts bones into Motor6D joints instead of deleting them.<\/li>\n<li>Even when you do everything correctly, the workflow still feels heavy. Manual retopology can add 30+ minutes per asset, and Roblox importer updates can break a working pipeline overnight.<\/li>\n<li>If you want to avoid juggling tools, <a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\">try Nilo\u2019s browser workflow and see how it fits your style of building<\/a>.<\/li>\n<\/ul>\n<h2>Step 1: Pick R15 or a Custom Rig Before You Export<\/h2>\n<p>Decide your rig type before you touch the export panel. That choice controls how Roblox reads your animation.<\/p>\n<p><a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">Roblox\u2019s Animation Clip Editor Importer lets you choose Rig Type as either R15 or Custom during import.<\/a> Here is how that plays out when you build:<\/p>\n<ul>\n<li><strong>R15<\/strong> is Roblox\u2019s standard humanoid character rig, with 15 body parts connected by Motor6D joints. Use R15 when your character is a standard biped and you want built-in support for Roblox emotes and Humanoid behaviors. <a href=\"https:\/\/nocapmocap.com\/blog\/mixamo-alternatives-2026\" target=\"_blank\" rel=\"noindex nofollow\">Native R15 output means the animation already fits that rig, with no retargeting step.<\/a><\/li>\n<li><strong>Custom<\/strong> fits non-humanoid characters such as creatures, vehicles, or props with moving parts. <a href=\"https:\/\/nocapmocap.com\/blog\/mixamo-alternatives-2026\" target=\"_blank\" rel=\"noindex nofollow\">Custom rigs do not get the automatic platform behavior that R15 rigs receive, so you handle retargeting in Blender or Roblox Studio yourself.<\/a><\/li>\n<\/ul>\n<p>One naming rule applies to both choices. Bone names must not match any exported object names. If a 3D arm object is named \u201cLeftArm\u201d and a bone shares that name, Roblox\u2019s importer <a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593?page=2\" target=\"_blank\" rel=\"noindex nofollow\">converts the bone into a Motor6D on import rather than deleting it<\/a>. Rename your bones before you export.<\/p>\n<h2>Step 2: Bake Your Animation Cleanly in Blender<\/h2>\n<p>Baking turns evaluated motion into fixed keyframes that any game engine can read. That includes IK, constraints, and NLA contributions.<\/p>\n<p>Follow this sequence in Blender so you keep control over the result:<\/p>\n<ol>\n<li>Duplicate your file or action first so you keep a clean original. You will make changes that are hard to undo later.<\/li>\n<li><a href=\"https:\/\/mocaponline.com\/blogs\/mocap-news\/blender-nla-editor-guide\" target=\"_blank\" rel=\"noindex nofollow\">If your armature has both a direct Action in the Action Editor and active NLA strips, clear the direct Action assignment.<\/a> This keeps the NLA as the only animation source before baking and avoids conflicts.<\/li>\n<li>Select the armature, then go to <strong>Object &gt; Animation &gt; Bake Action<\/strong>. This tells Blender to write the motion into keyframes.<\/li>\n<li><a href=\"https:\/\/mocaponline.com\/blogs\/mocap-news\/blender-nla-editor-guide\" target=\"_blank\" rel=\"noindex nofollow\">Enable Visual Keying so the evaluated pose, including NLA layers, constraints, and drivers, gets baked into the keys.<\/a><\/li>\n<li><a href=\"https:\/\/mocaponline.com\/blogs\/mocap-news\/blender-nla-editor-guide\" target=\"_blank\" rel=\"noindex nofollow\">Leave Clear Constraints and Clear Parents unchecked so the baked keys keep the full motion.<\/a><\/li>\n<li>Set the frame range to cover the full clip. Bake each action separately when you have multiple clips.<\/li>\n<li>After baking, play the animation in the Action Editor and confirm it looks right before you move on.<\/li>\n<\/ol>\n<p><a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">Also confirm that all model vertices are bound to bones.<\/a> Unbound vertices may get pulled by a random bone during Roblox import.<\/p>\n<h2>Step 3: Match These FBX Export Settings in Blender<\/h2>\n<p>Open Blender\u2019s FBX exporter (<strong>File &gt; Export &gt; FBX<\/strong>) and match these settings. They come from current Roblox and Blender docs.<\/p>\n<table>\n<thead>\n<tr>\n<th>Setting<\/th>\n<th>Recommended Value<\/th>\n<th>Why It Matters<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Transform &gt; Apply Scalings<\/td>\n<td><a href=\"https:\/\/3dcreatorhub.com\/how-to-import-blender-models-into-roblox\" target=\"_blank\" rel=\"noindex nofollow\">FBX Unit Scale<\/a><\/td>\n<td>Prevents scale mismatches between Blender meters and Roblox studs<\/td>\n<\/tr>\n<tr>\n<td>Transform &gt; Forward<\/td>\n<td><a href=\"https:\/\/meshlox.com\/learn\/blender-to-roblox-workflow\" target=\"_blank\" rel=\"noindex nofollow\">-Y Forward<\/a><\/td>\n<td>Aligns Blender\u2019s coordinate system with Roblox\u2019s orientation<\/td>\n<\/tr>\n<tr>\n<td>Geometry &gt; Triangulate Faces<\/td>\n<td>Enabled<\/td>\n<td>Roblox\u2019s importer expects triangulated meshes<\/td>\n<\/tr>\n<tr>\n<td>Path Mode<\/td>\n<td><a href=\"https:\/\/3dcreatorhub.com\/how-to-import-blender-models-into-roblox\" target=\"_blank\" rel=\"noindex nofollow\">Copy + Embed Textures<\/a><\/td>\n<td>Keeps texture data inside the FBX file<\/td>\n<\/tr>\n<tr>\n<td>Armature &gt; Add Leaf Bones<\/td>\n<td><a href=\"https:\/\/3dcreatorhub.com\/how-to-import-blender-models-into-roblox\" target=\"_blank\" rel=\"noindex nofollow\">Disabled<\/a><\/td>\n<td>Removes extra tip bones that break rig mapping in Studio<\/td>\n<\/tr>\n<tr>\n<td>Bake Animation &gt; NLA Strips<\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">Disabled<\/a><\/td>\n<td>Stops garbled NLA layer data from entering the export<\/td>\n<\/tr>\n<tr>\n<td>Bake Animation &gt; All Actions<\/td>\n<td><a href=\"https:\/\/docs.blender.org\/manual\/en\/latest\/files\/import_export\/fbx_legacy.html\" target=\"_blank\" rel=\"noindex nofollow\">Disabled<\/a><\/td>\n<td>Exports only the current action, which keeps the file smaller<\/td>\n<\/tr>\n<tr>\n<td>Object Types<\/td>\n<td><a href=\"https:\/\/meshlox.com\/learn\/blender-to-roblox-workflow\" target=\"_blank\" rel=\"noindex nofollow\">Mesh + Armature only<\/a><\/td>\n<td>Strips cameras, lights, and empties that confuse the importer<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Once you export the FBX file with these settings, you are ready to bring it into Roblox Studio.<\/p>\n<p>Want to avoid tweaking these values every time? <a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\">Test Nilo\u2019s one-click Roblox export directly in your browser<\/a>.<\/p>\n<h2>Step 4: Bring the FBX into Roblox Studio\u2019s Clip Editor<\/h2>\n<p><a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">Roblox\u2019s August 2026 Animation Clip Editor importer update added Rig Scale, Rest Pose Source, Rig Type, and Animation Track Selection controls.<\/a> These options reduce guesswork when you import animations from Blender.<\/p>\n<p>In Roblox Studio, open the Animation Editor, click <strong>Import<\/strong>, and set these options:<\/p>\n<ul>\n<li><strong>Rig Type:<\/strong> Choose R15 or Custom to match the decision you made in Step 1.<\/li>\n<li><strong>Rest Pose Source:<\/strong> <a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">Use \u201cImported Rig\u201d to keep the original rotations from the file, or \u201cImported Rig (Zeroed Rotations)\u201d to zero all bone rotations first.<\/a> The second option helps when your Blender bones are not aligned to the +Y axis.<\/li>\n<li><strong>Rig Scale:<\/strong> <a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">Use this to fix animation scale mismatches with Roblox studs (1 stud = 0.28 meters) without extra scaling work later.<\/a><\/li>\n<\/ul>\n<p>Preview the animation in the Clip Editor before you accept it. If the preview looks wrong, go back to Blender, check your bake and export settings, then try again.<\/p>\n<h2>Step 5: Save and Use the Animation Asset ID<\/h2>\n<p>Once the animation looks correct in the Clip Editor, you can save it and use it in your game.<\/p>\n<ol>\n<li>Click <strong>Save<\/strong> in the Animation Editor to save the animation to your experience.<\/li>\n<li>To publish it as a reusable asset, right-click the animation in the Explorer and choose <strong>Save to Roblox<\/strong>.<\/li>\n<li>Fill in the name, description, and content category, then click <strong>Submit<\/strong>.<\/li>\n<li>Roblox generates an Asset ID that you reference in scripts using <code>AnimationId<\/code>.<\/li>\n<\/ol>\n<p><a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">When you import 3D models through the Universal Importer with the Animation Clip Editor open, animation data now saves automatically under a ServerStorage folder named AnimSaves.<\/a> This removes a manual re-import step that used to slow you down.<\/p>\n<h2>Common Roblox Import Errors and How You Fix Them<\/h2>\n<table>\n<thead>\n<tr>\n<th>Error<\/th>\n<th>Cause<\/th>\n<th>Fix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Bones offset above mesh after import<\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/blender-fbx-rig-import-bug-%E2%80%93-armature-bones-offset-above-mesh-in-roblox-studio\/4513881\" target=\"_blank\" rel=\"noindex nofollow\">Armature offset bug that affects skinned mesh rigs<\/a><\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/blender-fbx-rig-import-bug-%E2%80%93-armature-bones-offset-above-mesh-in-roblox-studio\/4513881\" target=\"_blank\" rel=\"noindex nofollow\">Switch to a glTF export and import path as a workaround<\/a><\/td>\n<\/tr>\n<tr>\n<td>No Bone instances in Explorer after import<\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/fbx-rig-imports-with-armaturepose-but-no-bone-instances-in-explorer\/4623675\" target=\"_blank\" rel=\"noindex nofollow\">Multiple armatures inside the same FBX file<\/a><\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/fbx-rig-imports-with-armaturepose-but-no-bone-instances-in-explorer\/4623675\" target=\"_blank\" rel=\"noindex nofollow\">Merge all armatures into a single armature in Blender, then re-export<\/a><\/td>\n<\/tr>\n<tr>\n<td>Inverted or incorrect limb rotations<\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/issues-importing-fbx-animations-inverted-limb-rotations-on-ugc-bundle-rig-with-additional-joints\/4805067\" target=\"_blank\" rel=\"noindex nofollow\">Extra joints, such as dynamic fingers, on custom UGC rigs<\/a><\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/custom-r15-rig-animations-have-incorrect-rotations-when-imported-from-blender\/4679109\" target=\"_blank\" rel=\"noindex nofollow\">Apply the bone naming rule from Step 1 to restore correct Motor6D setup<\/a><\/td>\n<\/tr>\n<tr>\n<td>RootPart offset or geometry misalignment<\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/custom-rig-importing-issues-rootpart-offset-bone-visual-glitches\/4747045\" target=\"_blank\" rel=\"noindex nofollow\">Root bone placed on the floor plane instead of the model\u2019s center of gravity<\/a><\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/custom-rig-importing-issues-rootpart-offset-bone-visual-glitches\/4747045\" target=\"_blank\" rel=\"noindex nofollow\">Move the pivot to the center of gravity and apply all transforms in Blender<\/a><\/td>\n<\/tr>\n<tr>\n<td>Animation malformed after recent Studio update<\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/animation-importer-malforms-animations\/4804266\" target=\"_blank\" rel=\"noindex nofollow\">August 2026 importer update that broke some FBX and GLB animation imports on custom rigs<\/a><\/td>\n<td><a href=\"https:\/\/devforum.roblox.com\/t\/animation-importer-malforms-animations\/4804266\" target=\"_blank\" rel=\"noindex nofollow\">Watch the Roblox DevForum bug thread for a patch and try the Blender Animation Plugin as a temporary option<\/a><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2>Why the Blender to Roblox Workflow Still Feels Heavy<\/h2>\n<p>Even when you follow every step correctly, the Blender-to-Roblox animation pipeline still slows you down. The retopology step mentioned earlier can add 30 or more minutes of cleanup per asset. Roblox importer updates, like the August 2026 change that broke working FBX rigs, can invalidate a pipeline overnight.<\/p>\n<p>Every tool switch, from Blender to FBX to Studio, adds another chance for something to fail. That constant risk can kill your creative momentum right when you want to focus on building something fun.<\/p>\n<h2>Skip Most of Blender: Nilo\u2019s One-Click Rig and Export<\/h2>\n<p>If the five-step FBX process feels like more debugging than creating, you have another option. Nilo is a browser-based 3D creation platform that keeps polycount in a Roblox-friendly range so models work in Studio without extra cleanup. Nilo stands out because you generate, clean up, rig, and export in one place without installing software.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498576333-cc4147ffb5c1.png\" alt=\"Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<p>Here is how that browser workflow plays out. You describe or sketch a character, Nilo generates the 3D model, its built-in LOD system automatically keeps the triangle count under Roblox\u2019s 20,000-triangle cap, and then a one-click rig and export produces an <code>.rbxmx<\/code> file. That file is Roblox\u2019s native format and packs textures and attachments into a single download ready for Studio. You skip FBX export settings, NLA strip cleanup, and bone naming bugs.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498523335-4f1ad3fb5e04.png\" alt=\"World generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>World generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<p>In Nilo\u2019s February 2026 survey, builders summed up the difference clearly: <em>\u201cI do not have to spend hours on 3D modeling the simplest things. Now I can use Nilo and do it in 15 seconds.\u201d<\/em> Another builder said, <em>\u201cThere are no limits on what you can create \u2014 just type, draw or add in an image and you can generate, rig, customise and place a fully 3D model within minutes.\u201d<\/em><\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498489815-fadb26f77978.png\" alt=\"Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<p>Nilo also connects to your Roblox account through an API key, so you can send creations straight into your Roblox experience without touching Studio\u2019s importer. It runs in any desktop or mobile browser as a standalone platform, not as a plugin.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498504409-2166b6c2f713.png\" alt=\"Assets and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Assets and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<p>If you still enjoy Blender for advanced work, you can keep that in your toolkit. Nilo exports to FBX, OBJ, STL, and glTF, so you can start fast in Nilo and then refine in Blender. <a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\">Explore Nilo\u2019s open beta and see how it fits into your Roblox workflow<\/a>.<\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498595177-f0c019bde969.png\" alt=\"Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers\" style=\"max-height: 500px\" loading=\"lazy\"><figcaption><em>Characters and world generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<h2>Frequently Asked Questions<\/h2>\n<h3>How long does the full Blender to Roblox animation workflow take?<\/h3>\n<p>When you already have a rigged character and a finished animation in Blender, the export and import steps usually take 20 to 45 minutes if nothing breaks. Troubleshooting time for bone naming conflicts, scale mismatches, or importer bugs can stretch a single animation into a full afternoon.<\/p>\n<p>Builders who use Nilo\u2019s browser workflow report finishing the same asset creation and export in minutes instead of hours, because the optimization and rigging steps happen automatically.<\/p>\n<h3>Do you need deep Blender skills to export animations to Roblox?<\/h3>\n<p>You need a solid handle on Blender\u2019s armature system, the Action Editor, the NLA Editor, and the FBX export panel. That skill set takes time to build. Many aspiring builders or already builders like you spend months learning these tools before exports feel reliable.<\/p>\n<p>If you are earlier in your journey and want rigged, animated Roblox characters without that learning curve, Nilo\u2019s one-click rigging and AI animation tools are worth trying as a starting point.<\/p>\n<h3>What file formats does Roblox Studio accept for animation import?<\/h3>\n<p><a href=\"https:\/\/devforum.roblox.com\/t\/full-release-animation-clip-editor-improved-importing-and-gltf-support\/4260501\" target=\"_blank\" rel=\"noindex nofollow\">Roblox Studio\u2019s Animation Clip Editor Importer accepts FBX and glTF files for animation import.<\/a> FBX is the most common choice for rigs with skinning and animation data and gives you the full 3D importer feature set.<\/p>\n<p>GLB became a strong alternative after <a href=\"https:\/\/devforum.roblox.com\/t\/3d-importer-gltf-file-support-full-release\/2584034\/22\" target=\"_blank\" rel=\"noindex nofollow\">Roblox added glTF support in beta in May 2023 and moved it to full release by September 2023<\/a>. Some builders use GLB when FBX imports trigger armature offset bugs. Nilo exports to both formats, plus Roblox\u2019s native RBXMX format, which bundles textures and attachments into one file.<\/p>\n<h3>What is the difference between R15 and a custom rig for Roblox animations?<\/h3>\n<p>R15 is Roblox\u2019s standard humanoid character format, with 15 body parts joined by Motor6D connections. Animations built for R15 work with Roblox\u2019s emote system, Humanoid behaviors, and the Adaptive Animation system that reached general availability in April 2026. That system lets one animation play across different rig types.<\/p>\n<p>A custom rig is any non-standard structure, such as creatures, robots, or props with moving parts. Custom rigs need manual setup and do not get those automatic platform features. Choose R15 when your character is a standard biped. Choose custom when your character\u2019s body layout does not match R15.<\/p>\n<h3>When should you move away from Blender for Roblox assets?<\/h3>\n<p>Blender works well when you need precise control over mesh topology, UV mapping, or complex custom rigs. It becomes a bad fit when retopology, export debugging, and importer troubleshooting take more time than your actual design work.<\/p>\n<p>If you keep hitting the same FBX errors, spend more than 30 minutes cleaning up a single asset, or lose momentum every time you switch tools, that pattern signals it is time to look at browser-based options like Nilo that handle optimization and export for you.<\/p>\n<h3>Does Nilo\u2019s export meet Roblox\u2019s polygon limits automatically?<\/h3>\n<p>Yes. The LOD system described earlier adjusts polygon counts in real time and removes the need for manual retopology. When you export to RBXMX or FBX from Nilo, the file already fits Roblox\u2019s performance expectations.<\/p>\n<p>You can still move the LOD slider yourself if you want more control over the final triangle count before exporting.<\/p>\n<h2>Conclusion: Pick the Workflow That Matches How You Build<\/h2>\n<p>Exporting animations from Blender to Roblox Studio in 2026 works, but it relies on five careful steps. You choose the right rig type, bake with Visual Keying, match FBX export values, configure the Clip Editor importer, and publish the Asset ID. Each step has its own failure modes, from bone naming conflicts and NLA issues to scale mismatches and importer bugs after Studio updates.<\/p>\n<p>If you want to spend more time designing characters and worlds than debugging exports, ask whether the Blender pipeline matches where you are right now. Nilo\u2019s one-click rig and export in a browser workflow is built for aspiring builders or already builders like you who want to go from idea to Roblox-ready asset without juggling multiple tools. <a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" target=\"_blank\">Start building in Nilo and see how fast you can ship your next Roblox asset<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Learn how to export Blender animations to Roblox Studio without the usual errors \u2014 or skip the heavy workflow with Nilo&#8217;s one-click rig and export.<\/p>\n","protected":false},"author":76,"featured_media":1311,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1312","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/1312","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/comments?post=1312"}],"version-history":[{"count":0,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/1312\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/media\/1311"}],"wp:attachment":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/media?parent=1312"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/categories?post=1312"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/tags?post=1312"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}