Every animation RoMotion makes is built for the Roblox R15 rig. The motion is mapped onto R15’s 15 parts and exported as a KeyframeSequence, the same format Roblox’s own Animation Editor saves, so it opens in Studio without a plugin.
The R15 rig
R15 splits the character into 15 parts joined by Motor6Ds:
- Head
- UpperTorso
- LowerTorso
- LeftUpperArm
- LeftLowerArm
- LeftHand
- RightUpperArm
- RightLowerArm
- RightHand
- LeftUpperLeg
- LeftLowerLeg
- LeftFoot
- RightUpperLeg
- RightLowerLeg
- RightFoot
Because R15 has elbows, knees, wrists and ankles, it can show things R6 can’t: a bent arm on a punch, a knee lift on a run, a wrist flick on a wave.
How the motion gets onto R15
- Retargeting. The generated motion is mapped joint by joint onto R15. Every export is checked so each R15 limb points the same way as the source bone.
- See it before you export. In Create, the RoMotion figure (key
C) plays every animation on an R15 body converted exactly as the export does, and R15 preview (keyR) draws the R15 rig on top. - Your own files too. Drop a .glb or .fbx with a humanoid skeleton into Create and export it to R15 the same way. Skeletons are matched by bone names, or by shape when the names are unusual.
The export file
- Format:
.rbxmx(Roblox XML model) holding oneKeyframeSequence. - One
Keyframeper frame at 30 frames per second, with aPosefor each R15 part. - Priority: Action. Looping: on if you turned on loop in the viewer.
To get it into a game, follow the import guide.
Questions
What is R15 in Roblox?
R15 is the Roblox character body made of 15 parts: head, upper and lower torso, and an upper arm, lower arm, hand, upper leg, lower leg and foot on each side. It has elbows and knees, which R6 does not.
Will it work on Rthro and custom R15 bodies?
Rthro and other R15 bodies use the same joints, so the animation plays on them. Bodies with very different proportions can make hands and feet land in slightly different places, so check contact poses.
Can I get an R6 version?
No. RoMotion only makes R15 animations.
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