RoMotion exports animations as an R15 KeyframeSequence (.rbxmx), the same thing Roblox’s Animation Editor saves. Here’s how to get one from RoMotion into a running game.
Steps
Export from RoMotion
In Create, open your animation and choose Export → R15 export (.rbxmx). You get a file with one KeyframeSequence in it.
Add it to Studio
Open your place in Roblox Studio and drag the .rbxmx file into the viewport, or right-click in the Explorer and choose Insert from File. A KeyframeSequence appears in the Explorer.
Check it on a rig (optional)
Insert an R15 rig with the Rig Builder. Put the KeyframeSequence inside the rig’s
AnimSavesfolder (an ObjectValue the Animation Editor creates the first time you save; you can add one yourself). Select the rig, open the Animation Editor and load it from the ⋯ menu. Tweak anything you like and save.Publish it
Right-click the KeyframeSequence and choose Save to Roblox, or publish it from the Animation Editor’s ⋯ menu. Copy the asset ID you get. Publish it under the account or group that owns the experience, or it won’t play in game.
Play it from a script
Load it through the character’s Animator with the asset ID:
-- LocalScript in StarterCharacterScripts
local character = script.Parent
local humanoid = character:WaitForChild("Humanoid")
local animator = humanoid:WaitForChild("Animator")
local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://0000000000" -- your asset ID
local track = animator:LoadAnimation(animation)
track:Play()
If it doesn’t play
- Wrong owner. An animation only plays in experiences owned by the same user or group that published it. Re-publish it under the group if the game belongs to one.
- Overridden by default animations. The default walk and idle can win over yours. The export uses Action priority; raise it to Action2 or higher on the track (
track.Priority) if something still overrides it. - R6 character. R15 animations don’t play on R6 characters. Set the experience’s avatar type to R15 in Game Settings.
- Still nothing. Check the Output window for a failed asset load, and make sure the ID is the animation’s, not the place’s or the model’s.
Using it as an emote or a default animation
To replace a default animation (walk, idle, jump), copy the character’s Animate script while playing, paste it into StarterCharacterScripts and swap the AnimationId in the matching value. For a one-off move like an attack, play it from your combat script the way the example above does.
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