Llama Labs Interactive
  • Introduction
  • Asset Creation
    • The Crate Series
      • Blender Basics
        • The Base Model
        • Edit Elements
        • Blender Common Tools
        • Simple Materials
        • Useful Techniques
        • Exporting the Asset
        • Summary
      • Materials and UVs
      • Palette & Gradient Texturing
        • Palette Approach
        • Creating the Material
        • Unwrapping UVs
        • Finalizing the asset
      • Tileable Textures
        • Creating the Texture
        • Creating the Material
        • Unwrapping the UVs
        • Finalizing the Asset
      • Trim Sheets
        • Creating the Texture
        • Creating the Material
        • Unwrapping UVs
        • Finalising the Asset
      • Hand Painted Assets
      • High polygon Assets
    • VRM Avatars
      • Getting Started
      • VRM for Blender
        • Installation
        • Rigging the Avatar
        • Weight Painting
        • Blend Shapes
        • VRM Details
        • VRM Export
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  1. Roblox
  2. Advanced Avatars

Importing the Avatar

This doc goes over importing your custom Avatar into Roblox.

Last updated 8 months ago

As our Avatar has several key elements included we will most likely want to test that functionality. Roblox has a space specifically for this that allows an avatar to try on different attachments, clothes, and hairstyles, as well as navigate the space with default animations.

Using the Roblox Test Place

  • Go to the on the Roblox Website.

  • Use the three dots above the Play button to load the space into Roblox Studio.

Importing the Avatar

  • Select 'Import 3D' in either the 'General' or 'Avatar' sections at the top of the Roblox Editor.

  • Check if there are any warnings or errors in the bottom left panel.

    • If there are, check the 'Troubleshooting' tab above.

  • Set the 'Rig Type' to R15 under 'Rig General'

    • This may be set already if you have correctly set everything up.

  • Set the 'Rig Scale' to the Character body type you used as reference.

    • Classic = Default

    • Normal = RThro

    • Slender = RThro Narrow

  • Rename the model to 'StarterCharacter'.

    • You can do this in the Import Window as well.

  • Disable the 'Upload to Roblox' option,

  • Drag the avatar under the 'StarterPlayer' folder.

  • Press Play to test your character!

The Scale of the avatar is wrong

This is an export issue in that the Scale of the asset on export was incorrect. The fastest way to fix this is to modify the Scale in the Export window.

You could also scale the assets in Blender, making sure to Apply Transforms before exporting with Ctrl + A in Blender and export again.

Texture cannot be found

Make sure that you embed the textures on export from Blender. Check out Exporting the Avatar for more information. The Path mode in particular.

Mesh is not closed

All meshes (apart from the Cages) should be watertight or capped. Go back to Blender and make sure all vertices are merged and holes are closed.

No "RootFaceJoint" attribute

Could not find corresponding Geo Mesh for Cage Mesh

If you have made a custom avatar that doesn't have the exact same Geo meshes as the default avatar Cage Meshes you will most likely get this issue. You can :

  • Remove all of the Cages that do not have the corresponding Geo Mesh in order to import the asset, however this may break your avatar.

  • Add all the required Geo Meshes.

Character Rigging or Skinning is broken

Once you import the avatar the rigging is broken even though your rigging was correct in Blender. One reason for this is that you have not broken up the body parts to the same meshes required for the R15 humanoid template. Check the Modelling the Avatar for more details.

Geo Mesh has yellow warning with no details

One reason for this is that your mesh is not watertight or capped. Go back to Blender and make sure that all the meshes are closed.

Body parts don't seem rigged and fall to the ground

Sometimes you will find body parts, such as the Eyes, Tongue or Teeth, may seem like they have physics and fall to the ground when you test your avatar in an experience when they should be rigged. If a popup window comes up when you import asking 'Select Item Palettes' set the asset to the most suitable elements.

Avatar doesn't load when I press Play.

Make sure that the avatar asset is named 'StarterCharacter' and is under the StarterPlayer folder in the Explorer. No other name will work and loads a different avatar instead.

In this doc

If you get the following error it means that you have forgotten or misspelled the "RootFaceJoint" mapping. Check out the for more information.

Avatar Test Place
Example Import settings...
No "RootFaceJoint" attribute error...
Import examples to workaround Physics assets...
Setting up the RootFaceJoint