{"id":1473,"date":"2026-09-25T05:02:26","date_gmt":"2026-09-25T05:02:26","guid":{"rendered":"https:\/\/www.nilo.io\/articles\/export-animations-to-roblox-studio"},"modified":"2026-09-25T05:02:26","modified_gmt":"2026-09-25T05:02:26","slug":"export-animations-to-roblox-studio","status":"publish","type":"post","link":"https:\/\/www.nilo.io\/articles\/export-animations-to-roblox-studio","title":{"rendered":"How To Export Animations to Roblox Studio From Any Tool"},"content":{"rendered":"<p><em>Written by: Nuno Leiria, Founder &amp; CEO @ Nilo<\/em><\/p>\n<h2 id=\"key-takeaways\">Key Takeaways<\/h2>\n<ul>\n<li>Roblox Studio has no dedicated Export button. You publish animations through the Animation Editor or save them as .RBXM files from AnimSaves.<\/li>\n<li>Each source tool (Studio, Blender, Moon Animator 2, Maya) needs specific FBX and rig settings so your character does not distort or lose keyframes.<\/li>\n<li>After publishing, copy the Asset ID from the confirmation window or Creator Dashboard and use it in scripts as <code>rbxassetid:\/\/YOUR_ID<\/code>.<\/li>\n<li>Most import issues come from rest-pose mismatches, duplicate bone names, or HumanoidRootPart problems. Fixes usually involve checking rig alignment and baking animations.<\/li>\n<li>Nilo helps you generate, rig, and export clean FBX or RBXMX assets that drop into Roblox Studio with less manual cleanup.<\/li>\n<\/ul>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Try Nilo And Start Building Your Own Characters<\/a><\/p>\n<h2>What You Need Before You Export An Animation<\/h2>\n<p>This guide is for aspiring builders or already builders like you who have a finished animation and know which tool you used. You do not need animation theory to follow along.<\/p>\n<p>Here is what a few key terms mean in this guide:<\/p>\n<ul>\n<li><strong>Export<\/strong> means getting animation data out of your source tool as a file.<\/li>\n<li><strong>Publish<\/strong> means uploading that animation to Roblox so it gets an Asset ID.<\/li>\n<li><strong>Asset ID<\/strong> is the number Roblox assigns to your uploaded animation. Your script uses it as <code>rbxassetid:\/\/YOUR_ID<\/code>.<\/li>\n<li><strong>Rig<\/strong> is the skeleton of bones that your animation moves.<\/li>\n<li><strong>Keyframes<\/strong> are saved poses at specific times that define the motion.<\/li>\n<li><strong>AnimSaves<\/strong> in Roblox Studio store saved animations as KeyframeSequence objects in ServerStorage. The rig\u2019s AnimSaves folder holds an ObjectValue that points to that data.<\/li>\n<li><strong>.RBXM<\/strong> is <a href=\"https:\/\/github.com\/RobloxAPI\/spec\/blob\/master\/formats\/rbxl.md\" target=\"_blank\" rel=\"noindex nofollow\">Roblox\u2019s binary model file format, the binary counterpart to .rbxmx, used to move models, scripts, UI, and animations between places<\/a>.<\/li>\n<li><strong>FBX<\/strong> is <a href=\"https:\/\/www.autodesk.com\/products\/fbx\/overview\" target=\"_blank\" rel=\"noindex nofollow\">a 3D file format that carries meshes and animation data between tools like 3ds Max, Maya, MotionBuilder, and Blender<\/a>.<\/li>\n<\/ul>\n<p>Roblox Studio has no single \u201cexport animation\u201d button. Each source tool follows its own path, but every path ends the same way: you publish, grab the Asset ID, and play it in a script.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Explore Nilo If You Need A Rigged Character First<\/a><\/p>\n<h2>Pick Your Animation Source Tool<\/h2>\n<p>Now that you know the basic terms, your next step is to follow the export path that matches your tool. Jump to the section that fits how you created the animation:<\/p>\n<ul>\n<li>If you used Roblox Studio\u2019s Animation Editor, go to \u201cHow Do I Export an Animation in Roblox Studio?\u201d<\/li>\n<li>If you used Blender, go to \u201cHow To Export A Blender Animation To Roblox Studio.\u201d<\/li>\n<li>If you used Moon Animator 2, go to \u201cHow To Export Animations From Moon Animator 2.\u201d<\/li>\n<li>If you used Maya, go to \u201cHow To Export A Maya Animation To Roblox Studio.\u201d<\/li>\n<li>If you are moving an animation between Roblox places, go to \u201cHow To Export An Animation From Roblox Studio To Another Place.\u201d<\/li>\n<\/ul>\n<p>For a custom animation built with the Animation Editor, you publish it, copy the Asset ID, then play it in a script.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Create A Fresh Rig In Nilo, Then Follow Your Export Path<\/a><\/p>\n<h2>How Do I Export An Animation In Roblox Studio?<\/h2>\n<p>If you animated directly in Roblox Studio\u2019s Animation Editor, follow this path to publish and get a usable Asset ID:<\/p>\n<ol>\n<li>Open your place in Roblox Studio.<\/li>\n<li>Open the Animation Editor from the Avatar tab.<\/li>\n<li>Select your rig and load your saved animation.<\/li>\n<li>In the Animation Editor, click the \u22ef button in the playback controls.<\/li>\n<li>Choose \u201cPublish to Roblox.\u201d<\/li>\n<li>In Asset Configuration, enter a title and optional description. If the animation will be used in a group-owned game, <a href=\"https:\/\/create.roblox.com\/docs\/animation\/editor\" target=\"_blank\" rel=\"noindex nofollow\">pick that group in the Creator field<\/a>.<\/li>\n<li>Click Submit to publish the animation to Roblox.<\/li>\n<li>Copy the Asset ID from the confirmation window.<\/li>\n<\/ol>\n<p>If you close the confirmation window before copying the ID, you can still grab it later. Go to the <a href=\"https:\/\/create.roblox.com\/dashboard\/creations\" target=\"_blank\" rel=\"noindex nofollow\">Roblox Creator Dashboard<\/a>, choose Development Items, then Animations, pick your animation, and click Copy Asset ID from the three-dots menu. The ID is the number in the URL, usually used as <code>rbxassetid:\/\/[ID]<\/code>. Keep it for the play script later.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Want Cleaner Rigs Before You Animate? Try Nilo<\/a><\/p>\n<h2>How To Export A Blender Animation To Roblox Studio<\/h2>\n<p><a href=\"https:\/\/kitsblox.com\/blog\/moon-animator-vs-roblox-animation-editor\" target=\"_blank\" rel=\"noindex nofollow\">Blender is a common external tool in Roblox workflows, especially when you want more complex animation control<\/a>. You hand Roblox an FBX file, and the settings you pick decide whether your rig imports cleanly.<\/p>\n<p><a href=\"https:\/\/github.com\/Roblox\/creator-docs\/blob\/main\/content\/en-us\/avatar\/character-bodies\/export.md\" target=\"_blank\" rel=\"noindex nofollow\">Roblox\u2019s creator docs<\/a> recommend these FBX export settings in Blender:<\/p>\n<ol>\n<li>In Blender, select your armature and the animation.<\/li>\n<li>Go to File \u2192 Export \u2192 FBX (.fbx).<\/li>\n<li>In Transform, set Apply Scalings to <strong>FBX Unit Scale<\/strong>.<\/li>\n<li>In Armature, uncheck <strong>Add Leaf Bones<\/strong>.<\/li>\n<li>In Animation, uncheck <strong>NLA Strips<\/strong>, <strong>All Actions<\/strong>, and <strong>Force Start\/End Keyframes<\/strong>. Set <strong>Simplify<\/strong> to <strong>0.0<\/strong>.<\/li>\n<li>Make sure the scene\u2019s Start and End Frame Range covers every keyframe. If Preview Range is active, adjust the scene range first.<\/li>\n<li>Click Export FBX and save the file.<\/li>\n<li>In Roblox Studio, open the Animation Editor, select your rig, and import the FBX. Check that the rig looks correct.<\/li>\n<li>Publish to Roblox from the \u22ef menu and copy the Asset ID.<\/li>\n<\/ol>\n<p>You can also skip FBX with a bake-to-clipboard plugin. Bake the animation in Blender, click \u201cExport animation\u201d to copy keyframes to your clipboard, then in Roblox Studio use the plugin\u2019s \u201cLoad large animation\u201d or \u201cImport Animation\u201d and paste. This works well for simpler clips.<\/p>\n<p>Watch out for a common Blender issue from the <a href=\"https:\/\/devforum.roblox.com\/t\/imported-blender-rig-bones-not-showing-in-roblox\/3271969\" target=\"_blank\" rel=\"noindex nofollow\">Roblox DevForum<\/a>. If mesh parts share names with bones, like a mesh named \u201cHead\u201d parented to a bone named \u201cHead,\u201d Roblox can refuse to import bones or rotate them incorrectly. Rename the mesh parts and keep bone names stable before you export.<\/p>\n<p>For a deeper step-by-step, you can check Nilo\u2019s Blender animation export guide.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Skip Manual Rig Cleanup, Generate A Blender-Ready Rig In Nilo<\/a><\/p>\n<h2>How To Export Animations From Moon Animator 2<\/h2>\n<p>Moon Animator 2 is a popular Roblox Studio plugin, but its export flow often lives in scattered forum posts. The core idea is simple. <a href=\"https:\/\/devforum.roblox.com\/t\/how-to-export-using-moon-animator-2\/2092413\" target=\"_blank\" rel=\"noindex nofollow\">Save your animation in Moon Animator 2, which creates a KeyframeSequence under the rig\u2019s AnimSaves folder. Then right-click that KeyframeSequence and choose Save to Roblox to get an animation ID<\/a>. You can then publish through Roblox Studio\u2019s Animation Editor using the \u22ef menu, or use Moon Animator 2\u2019s own publish flow if your version supports it.<\/p>\n<p>For the full Moon Animator 2 walkthrough, you can read Nilo\u2019s dedicated export article.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Pair Moon Animator 2 With Nilo\u2019s Auto-Rigged Characters<\/a><\/p>\n<h2>How To Export A Maya Animation To Roblox Studio<\/h2>\n<p>Maya\u2019s FBX export works a lot like Blender\u2019s, but with different panel names. <a href=\"https:\/\/create.roblox.com\/docs\/art\/characters\/export-avatar-animations-from-maya\" target=\"_blank\" rel=\"noindex nofollow\">Roblox\u2019s docs<\/a> recommend these settings:<\/p>\n<p>Roblox\u2019s creator documentation specifies these settings for Maya\u2019s FBX export. In the Animation dropdown, enable Bake Animation. Make sure the Start and End fields match your animation loop, and set Step to 1. In Advanced Options, set Units to Automatic and Axis Conversion\u2019s Up Axis to <strong>Y<\/strong>. Turn on Embed Media if you want to bring in textures as .png.<\/p>\n<p>After export, import the FBX into Roblox Studio\u2019s Animation Editor, confirm the rig looks right, then publish from the \u22ef menu to get your Asset ID.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Use Nilo To Prototype Maya-Style Characters In Your Browser<\/a><\/p>\n<h2>How To Export An Animation From Roblox Studio To Another Place<\/h2>\n<p>You can move animations between places even without a dedicated export button. Roblox Studio lets you do this with AnimSaves and .RBXM files.<\/p>\n<ol>\n<li>In Roblox Studio, open Explorer and go to ServerStorage.<\/li>\n<li>When you save an animation in the Animation Editor, Studio creates animation data in ServerStorage as a KeyframeSequence. After a December 2023 update, new animations live in ServerStorage.RBX_ANIMSAVES, and the old AnimSaves folder on the rig now points to that folder.<\/li>\n<li>Locate your saved animation (a KeyframeSequence) inside the RBX_ANIMSAVES folder, or inside the legacy AnimSaves folder for older projects.<\/li>\n<li>Right-click the animation and choose \u201cSave to File.\u201d<\/li>\n<li>Save it as an .RBXM file on your computer.<\/li>\n<li>Open the destination place in Roblox Studio.<\/li>\n<li>Right-click the target container, such as AnimSaves, and choose Insert From File. Pick the .RBXM file.<\/li>\n<li>The animation appears in the new place\u2019s AnimSaves folder, ready to load in the Animation Editor.<\/li>\n<\/ol>\n<p>Before you start, make sure the destination rig has an AnimSaves folder. <a href=\"https:\/\/gamers.wiki\/en\/games\/roblox\/guides\/roblox-custom-rig-animation-publish-clips-for-r15\" target=\"_blank\" rel=\"noindex nofollow\">Save a quick placeholder animation on that rig<\/a> so Studio creates it. Also confirm that the .RBXM contains a named KeyframeSequence, because a bare Keyframe will not load in the editor.<\/p>\n<p>One more thing to watch out for. <a href=\"https:\/\/devforum.roblox.com\/t\/collision-groups-editor-polls-gamequerydescendantsworldmodel-every-second-causing-periodic-frame-drops-in-large-places\/4850145\" target=\"_blank\" rel=\"noindex nofollow\">A DevForum report found that large RBX_ANIMSAVES and MoonAnimator2Saves folders in ServerStorage can line up with FPS stutters in Roblox Studio. Deleting them removed the stutter, and the root cause was a built-in plugin scanning the DataModel every second<\/a>. Clean up unused animation folders instead of shipping them in your published place.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Keep Places Light: Generate Only The Animations You Need In Nilo<\/a><\/p>\n<h2>How To Get The Animation ID And Play It In A Script<\/h2>\n<p>Publishing gives you an Asset ID. You then turn that ID into a working animation in-game with Lua. This pattern uses Animation and Animator, because <a href=\"https:\/\/devforum.roblox.com\/t\/deprecating-loadanimation-on-humanoid-and-animationcontroller\/857129\/1\" target=\"_blank\" rel=\"noindex nofollow\">Humanoid:LoadAnimation() is deprecated and can break replication unless the Animator exists first<\/a>.<\/p>\n<pre><code>local character = script.Parent local humanoid = character:WaitForChild(\"Humanoid\") local animator = humanoid:WaitForChild(\"Animator\") local animation = Instance.new(\"Animation\") animation.AnimationId = \"rbxassetid:\/\/YOUR_ID\" local track = animator:LoadAnimation(animation) track.Priority = Enum.AnimationPriority.Action track:Play() <\/code><\/pre>\n<p>Keep these points in mind:<\/p>\n<ul>\n<li>Replace <code>YOUR_ID<\/code> with the numeric Asset ID you copied after publishing.<\/li>\n<li>Store the returned <code>AnimationTrack<\/code> in a variable like <code>track<\/code>. If you lose that reference, the track can be garbage-collected and stop playing.<\/li>\n<li>Set the track\u2019s Priority above Core, which Roblox uses for default character animations. <a href=\"https:\/\/create.roblox.com\/docs\/reference\/engine\/enums\/AnimationPriority.md\" target=\"_blank\" rel=\"noindex nofollow\">Action overrides Movement, Idle, and Core<\/a>.<\/li>\n<li>Restricted animations must be owned by the experience creator or granted permission before they load in Studio or at runtime.<\/li>\n<li>If animations fail to load, check that the character is already in Workspace. <a href=\"https:\/\/devforum.roblox.com\/t\/service-failing-animationclipprovider-service\/1668924\" target=\"_blank\" rel=\"noindex nofollow\">Calling LoadAnimation on a Humanoid or Animator that is not a descendant of Workspace causes a \u201cCannot load the AnimationClipProvider Service\u201d error<\/a>.<\/li>\n<\/ul>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Use Nilo To Test Animations Faster With Ready-To-Play Characters<\/a><\/p>\n<h2>Troubleshooting Common Roblox Animation Import Issues<\/h2>\n<p>Most broken imports fall into a few patterns that builders mention again and again.<\/p>\n<p><strong>Rig distortion<\/strong> means the imported animation bends your character in strange ways. Limbs twist or collapse on the first frame. <a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593?page=2\" target=\"_blank\" rel=\"noindex nofollow\">This often comes from a rest-pose mismatch. Roblox resets Motor6D rest rotations to (0, 0, 0), so a rig that was not globally aligned in the source tool will play incorrectly<\/a>. Make sure your rig matches Roblox\u2019s R15 or R6 skeleton. <a href=\"https:\/\/devforum.roblox.com\/t\/6to15-r6-to-r15-animation-converter-plugin\/2662256\" target=\"_blank\" rel=\"noindex nofollow\">R6 packs target R6 rigs and R15 packs target R15 rigs, though tools like the 6to15 plugin can convert between them<\/a>. Also check naming. <a href=\"https:\/\/github.com\/gregdavisd\/DAEBlend\/issues\/1\" target=\"_blank\" rel=\"noindex nofollow\">In Blender, if a bone and a mesh share a name, the exporter can create invalid animation data, so give every object a unique name<\/a>.<\/p>\n<p><strong>Missing keyframes<\/strong> show up when parts of the animation do not play, or the character snaps and freezes. This <a href=\"https:\/\/devforum.roblox.com\/t\/no-keyframes-when-importing-fbx-animation\/2873946\" target=\"_blank\" rel=\"noindex nofollow\">can happen when importing FBX if the rig has a HumanoidRootPart instance that steals focus from the PrimaryPart<\/a>. Deleting that HumanoidRootPart and renaming RootPart to HumanoidRootPart can fix it. Also bake your animation in Blender or Maya before export. In Blender\u2019s FBX export, <a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">uncheck NLA Strips and All Actions<\/a>, and confirm Start and End cover every keyframe.<\/p>\n<p><strong>Scale and orientation errors<\/strong> appear when the animation plays sideways, upside down, or at the wrong size. These <a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593\" target=\"_blank\" rel=\"noindex nofollow\">often come from mismatched FBX unit scale or axis settings, plus Roblox resetting Motor6D rest-pose rotations<\/a>. Fix this by setting Apply Scalings to <strong>FBX Unit Scale<\/strong> in Blender. In Maya, set Up Axis to <strong>Y<\/strong>. If a custom rig still moves at the wrong scale, <a href=\"https:\/\/devforum.roblox.com\/t\/the-animation-scalingoffset-problem\/1036099?page=2\" target=\"_blank\" rel=\"noindex nofollow\">set the model\u2019s Scale property to exactly 1 and recreate any animations that were authored at a different scale<\/a>.<\/p>\n<p><strong>Wrong rig loaded<\/strong> happens when the Animation Editor seems to pick the wrong character or refuses to load one. <a href=\"https:\/\/devforum.roblox.com\/t\/animation-editor-not-working\/4761735\" target=\"_blank\" rel=\"noindex nofollow\">This usually comes from rigging or hierarchy errors, such as duplicate names, a PrimaryPart without a Motor6D chain, bad Part0 or Part1 assignments, or recursive Motor6D setups<\/a>. Pick the correct rig in the Animation Editor before importing or publishing. When testing in Play mode, confirm your script targets the right character.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Reduce Rig Errors With Nilo\u2019s Clean, Auto-Rigged Characters<\/a><\/p>\n<h2>How Nilo Helps Before You Export To Roblox Studio<\/h2>\n<p>Nilo is a browser-based, AI-native 3D creation platform built for Roblox builders like you. It focuses on the asset creation layer that feeds your export pipeline, so by the time you follow the steps above, your character can already be clean and rigged.<\/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>Nilo works well when you want to skip manual rigging and setup. One-click character rigging supports bipedal, humanoid characters in a T-pose, which gives you higher quality animation results. AI-generated animations from text let you type or say what you want, like a walk cycle or sword swing, and Nilo creates the motion. In Nilo\u2019s February 2026 survey, one builder said: \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<\/p>\n<p>When you are ready to move assets into Roblox Studio, Nilo exports models as FBX and GLB. It also exports <strong>RBXMX<\/strong>, which packs textures and attachments into a single Roblox-native file with no subscription required. You can connect your Roblox account and export straight into your experience using your own API key.<\/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>Nilo\u2019s level-of-detail system adjusts polygon counts automatically. That helps you stay under Roblox\u2019s 10,000\u201320,000 polygon mesh caps without constantly checking triangle counts.<\/p>\n<p>Nilo today focuses on asset creation. It helps you generate, refine, rig, and export game-ready 3D assets for Roblox. Full game creation and publishing are long-term goals, not current claims.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Try Nilo\u2019s One-Click Rigging And Export A Test Character<\/a><\/p>\n<figure style=\"text-align: center\"><img decoding=\"async\" src=\"https:\/\/cdn.aigrowthmarketer.co\/1775498400401-fcdb804d59be.png\" alt=\"Assets 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 generated through Nilo, a browser-based 3D creation platform built for Roblox creators and game developers<\/em><\/figcaption><\/figure>\n<h2>How To Check That Your Animation Export Worked<\/h2>\n<p>After any export path, you can use a few quick checks to confirm everything worked.<\/p>\n<ul>\n<li><a href=\"https:\/\/devforum.roblox.com\/t\/why-wont-this-rig-load-into-animation-editor\/733753\" target=\"_blank\" rel=\"noindex nofollow\">The animation appears in Roblox Studio\u2019s Animation Editor on a correctly rigged model. Incorrect rigs, such as ones with wrong Part0 or Part1 joints or a badly named RootPart, can block keyframes<\/a>.<\/li>\n<li>The Asset ID shows up in the <a href=\"https:\/\/create.roblox.com\/dashboard\/creations\" target=\"_blank\" rel=\"noindex nofollow\">Roblox Creator Dashboard<\/a> under Creations \u2192 Animations.<\/li>\n<li>The animation plays in-game without distortion when your script triggers it.<\/li>\n<li>All keyframes are present. The animation does not snap, freeze, or skip sections.<\/li>\n<\/ul>\n<p>Run a quick playtest in Studio, double-check the Asset ID in your script against the Creator Dashboard, and compare the in-game motion to your source tool preview. If they do not match, the troubleshooting section above covers the most likely causes.<\/p>\n<p>Once you dial in your settings, each export gets faster. You will know exactly which menus to open in your tool, and the whole pipeline can drop from an evening of trial and error to a few minutes.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Speed Up That Pipeline Even More With Nilo\u2019s AI-Native Workflow<\/a><\/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<h2>Advanced Animation Export Tips For Roblox Studio<\/h2>\n<p>After you can export, publish, and play animations without checking this guide, you can start pushing a bit further.<\/p>\n<p><strong>Reusing animations across multiple characters.<\/strong> <a href=\"https:\/\/devforum.roblox.com\/t\/improving-animation-asset-permissions\/3852101\" target=\"_blank\" rel=\"noindex nofollow\">Since Roblox\u2019s July 31, 2025 Animation Asset Permissions update, one published animation Asset ID can be used in any experience that has permission to load it, even if the creator is different<\/a>. If your game uses several characters with the same rig type, one animation can drive all of them.<\/p>\n<p><strong>Adapting one animation for R6 and R15.<\/strong> <a href=\"https:\/\/devforum.roblox.com\/t\/6to15-r6-to-r15-animation-converter-plugin\/2662256\" target=\"_blank\" rel=\"noindex nofollow\">R6 has 6 joints and R15 has 15, so an animation made for one rig type will not play directly on the other<\/a>. If your game uses R15 but you want to support older R6 content, you will need separate assets, or you can use community tools like the 6to15 converter or Roblox\u2019s R6-to-R15 Adapter.<\/p>\n<p><strong>Organizing your AnimSaves folder.<\/strong> <a href=\"https:\/\/devforum.roblox.com\/t\/important-changes-for-the-animation-clip-editor-animsaves-folder\/2732912\" target=\"_blank\" rel=\"noindex nofollow\">Saving an animation in the Animation Clip Editor stores a KeyframeSequence in AnimSaves under the rig, but newer Studio versions place that data in ServerStorage (RBX_ANIMSAVES)<\/a>. <a href=\"https:\/\/devforum.roblox.com\/t\/collision-groups-editor-polls-gamequerydescendantsworldmodel-every-second-causing-periodic-frame-drops-in-large-places\/4850145\" target=\"_blank\" rel=\"noindex nofollow\">Large AnimSaves collections in ServerStorage can line up with editor stutter, and Roblox recommends deleting local AnimSaves instances because they consume server memory<\/a>.<\/p>\n<p>When you feel comfortable, try exporting the same animation through two paths, such as FBX import and the bake-to-clipboard plugin route. Compare which one keeps your keyframes and rig behavior closer to what you see in your source tool.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Experiment Faster By Generating Test Rigs And Animations In Nilo<\/a><\/p>\n<h2>Frequently Asked Questions<\/h2>\n<h3>Can You Export An Animation Out Of Roblox Studio?<\/h3>\n<p>Yes. Open the ServerStorage.RBX_ANIMSAVES folder, or the legacy AnimSaves folder for older projects. Right-click your saved animation, which is a KeyframeSequence, choose \u201cSave to File,\u201d and save it as an .RBXM file. In another place, right-click a container such as Workspace or AnimSaves, choose Insert From File, and pick that .RBXM. If you want an Asset ID instead, use the Animation Editor\u2019s \u22ef menu and choose Publish to Roblox.<\/p>\n<h3>What FBX Settings Does Roblox Expect From Blender?<\/h3>\n<p>Roblox expects specific FBX settings from Blender. The key ideas are to use FBX Unit Scale, disable Add Leaf Bones, and uncheck NLA Strips, All Actions, and Force Start\/End Keyframes with Simplify at 0.0. For the exact step-by-step, scroll back to the Blender export section in this guide.<\/p>\n<h3>Why Does My Blender Animation Break The Rig On Import?<\/h3>\n<p><a href=\"https:\/\/devforum.roblox.com\/t\/animation-import-improvements\/4775593?page=2\" target=\"_blank\" rel=\"noindex nofollow\">A common cause is bone names matching mesh or part names, which can make Roblox convert those bones into Motor6D joints with reset rest-pose rotations<\/a>. That breaks playback. Make sure your rig matches Roblox\u2019s R15 or R6 skeleton. If a mesh and a bone share a name, tools may rename the bone on export to avoid clashes, and renaming the bone yourself can prevent this. Also bake your animation and confirm the model and animation use the same scale before exporting.<\/p>\n<h3>How Do I Get The Asset ID After Publishing?<\/h3>\n<p>The Asset ID appears in the confirmation window right after you click Submit in Asset Configuration. If you close that window too fast, open the <a href=\"https:\/\/create.roblox.com\/docs\/tutorials\/curriculums\/animator\/play-your-animation\" target=\"_blank\" rel=\"noindex nofollow\">Roblox Creator Dashboard<\/a>, choose Development Items, then Animations, select your animation, and click Copy Asset ID from the three-dot menu. The ID is the number in the URL and you use it as <code>rbxassetid:\/\/YOUR_ID<\/code> in scripts.<\/p>\n<h3>Can I Move An Animation From One Roblox Place To Another?<\/h3>\n<p>Yes. In the source place, open ServerStorage.RBX_ANIMSAVES, or the legacy AnimSaves folder, right-click your animation, and choose \u201cSave to File\u201d to save it as an .RBXM file. Then open the destination place, right-click a container such as AnimSaves, choose Insert From File, and select that .RBXM.<\/p>\n<h3>Do I Need To Bake My Animation Before Exporting?<\/h3>\n<p>You should bake if your source tool uses constraints, drivers, or procedural modifiers. Baking turns those into explicit keyframes that FBX can carry. Even if your animation already uses only keyframes, baking is a good way to confirm that what you export matches what you see in the viewport.<\/p>\n<h3>How Do I Play My Animation In A Script?<\/h3>\n<p>Create an Animation instance, set its AnimationId to <code>rbxassetid:\/\/YOUR_ID<\/code>, find or create the Animator inside the Humanoid, then call <code>Animator:LoadAnimation(animation)<\/code>. Keep a reference to the returned AnimationTrack, set its Priority to <code>Enum.AnimationPriority.Action<\/code>, and call <code>track:Play()<\/code>. Avoid loading directly on the Humanoid, because that method is deprecated, and always keep the track reference so the animation does not get garbage-collected.<\/p>\n<p><a href=\"http:\/\/nilo.io\/?utm_source=aga&amp;utm_medium=blog&amp;utm_campaign=aga_content\" class=\"solid-button\" target=\"_blank\">Build Your Next Animation-Ready Character In Nilo For Free<\/a><\/p>\n<section data-read-next=\"true\">\n<h2>Read Next<\/h2>\n<ul>\n<li><a href=\"https:\/\/www.nilo.io\/articles\/export-blender-animation-roblox-studio\" target=\"_blank\">How to Export Blender Animations to Roblox Studio<\/a><\/li>\n<li><a href=\"https:\/\/www.nilo.io\/articles\/export-animation-blender-roblox\" target=\"_blank\">How to Export an Animation from Blender to Roblox<\/a><\/li>\n<li><a href=\"https:\/\/www.nilo.io\/articles\/export-moon-animator-animation-roblox\" target=\"_blank\">How to Export Animations from Moon Animator 2<\/a><\/li>\n<li><a href=\"https:\/\/www.nilo.io\/articles\/export-from-blender-to-roblox\" target=\"_blank\">How To Export a Blender File to Roblox (FBX Guide)<\/a><\/li>\n<li><a href=\"https:\/\/www.nilo.io\/articles\/export-vibe-code-to-roblox\" target=\"_blank\">How To Export Vibe Code to Roblox Without Breaking It<\/a><\/li>\n<\/ul>\n<\/section>\n","protected":false},"excerpt":{"rendered":"<p>Export animations to Roblox Studio from Blender, Maya, or Moon Animator. Nilo helps you build and animate faster \u2014 no complex setup needed.<\/p>\n","protected":false},"author":76,"featured_media":1472,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1473","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\/1473","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=1473"}],"version-history":[{"count":0,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/posts\/1473\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/media\/1472"}],"wp:attachment":[{"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/media?parent=1473"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/categories?post=1473"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.nilo.io\/articles\/wp-json\/wp\/v2\/tags?post=1473"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}