-
-
Notifications
You must be signed in to change notification settings - Fork 0
3D Pipeline and Auto Rigging
SpaceSquare640 edited this page Jun 14, 2026
·
1 revision
This page explains what happens to a mesh between upload and download.
-
OBJ (
.obj) — full support: positions, texcoords, normals, materials (usemtl), negative indices, and polygons (fan-triangulated). -
ASCII FBX (
.fbx) — geometry (vertex positions + polygon indices) is read with a pure-C# parser. - Binary FBX — not supported. It's detected up front and rejected with guidance, because binary FBX needs native libraries that can't run in the browser (WebAssembly) build. Re-export as ASCII FBX or OBJ. See FAQ.
- Parse — the file is read into a format-agnostic mesh (positions / texcoords / normals / faces / materials).
- Remove degenerate faces — zero-area triangles are dropped.
- Measure bounds — the axis-aligned bounding box and center are computed.
- Normalize scale — the mesh is centered at the origin; if its largest dimension exceeds the 2,048-stud bound it is uniformly scaled to fit.
- Decimate (if needed) — if the triangle count exceeds 10,000, vertex-clustering decimation reduces it. The search keeps the finest grid that still fits the budget, so as much detail as possible is preserved. The stats show a decimated tag and the log records before/after counts.
- Generate normals — if the mesh has none, flat per-face normals are created.
- Auto-rig — Roblox Attachment nodes are placed (see below).
-
Export — a cleaned
.objis produced (<name>_roblox.obj), with attachment positions written as# attachment <Name> x y zcomment lines. - Validate — the result is checked against Roblox Specifications.
- Preview — an isometric wireframe PNG is rendered, with attachment nodes drawn as orange markers.
A single uploaded mesh isn't pre-segmented into limbs, so the rigger uses a heuristic:
- It reads the bounding box and decides which axis is "up" (the tallest) and which horizontal axis is "wide".
- It places the standard humanoid (Roblox R15-style) attachment points at well-known fractions of that box:
| Attachment | Position |
|---|---|
HeadRootAttachment |
top |
NeckRigAttachment |
upper |
LeftShoulderRigAttachment / RightShoulderRigAttachment
|
upper, sides |
RootRigAttachment |
center |
WaistRigAttachment |
mid-lower |
LeftHipRigAttachment / RightHipRigAttachment
|
lower, sides |
These give you sensible, named starting points to weld accessories or wire a rig in Roblox Studio. They are suggested positions based on the mesh's overall shape — fine-tune as needed for your model.
- The deliverable is the cleaned OBJ; the wireframe image is a preview, not the output.
- Attachment metadata lives in OBJ comments so it survives a round-trip and can be scripted into Roblox.
Back to User Guide · Features
Creators: SpaceSquare & Claude Code | Owner: SpaceSquare · Unofficial tool, not affiliated with Roblox Corporation.