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Repair common Windows errors and clear accumulated junk for a smoother, more stable PC - no reinstall needed.Free scan · no reinstallTo animate in Roblox, add or select a character rig in Roblox Studio, open the Animation Editor, create poses at different points on the timeline, preview and refine the motion, then publish it to Roblox. Publishing gives you an animation asset ID that you can load in a script or use to replace a default character animation.
What you need before you start
Character animation in Studio is built around a rig: a character model with connected body sections that can be posed. You can insert a prebuilt rig with the Rig Generator or use a rig you already have. Roblox’s tutorial covers standard and advanced R15 rigs, as well as custom rigs. If your character is not rigged, set up a suitable rig before opening the editor.
For most beginners, Studio’s built-in Animation Editor is the direct route: it lets you pose the rig and arrange keyframes without first creating a model in an external tool. A custom rig made with external 3D modeling tools is an alternative when you need a different rig structure or deformation. Roblox documents both approaches; neither is best for every project. Roblox Animation Editor documentation · Roblox character animation tutorial
How to make an animation in Roblox Studio
1. Add a rig and open the Animation Editor
- Open your project in Roblox Studio and add a character rig with the Rig Generator, or select a suitable rig already in the workspace.
- Open the Animation Editor from the Avatar tab or from Window > Avatar, then select the rig you want to animate.
The editor includes a timeline, track list, and playback controls. You pose the rig’s connected parts—such as bones or meshes—by moving or rotating them.
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2. Set poses at points in the timeline
- Move the timeline scrubber to the time where you want an important pose.
- Select the relevant bone or mesh, then move or rotate it into position.
- Move the scrubber to a later time and create another pose. Repeat for the key moments of the action.
Studio adds tracks and keyframes for adjusted parts and transitions between poses using the selected easing. Roblox’s documentation describes a default timeline display of one second at 30 frames per second; the timeline shows time as seconds:frames, so 0:15 represents half a second. These are editor defaults, not a required timing formula for every animation. Roblox Animation Editor documentation
Start with the main poses that define the action before refining smaller details. For example, a walk cycle needs clear stride poses, but their timing and spacing should fit the character and intended movement rather than follow a universal sequence.
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3. Preview and refine the motion
Use the editor’s play control or press Spacebar to preview the animation. Adjust the poses, their timing, and easing until the motion reads clearly. Roblox’s tutorial recommends checking from different viewpoints and slowing playback to inspect transitions; it suggests 0.25x or 0.5x playback for review. Roblox character animation tutorial
For an action that repeats, enable looping and inspect the join between the last and first poses. Roblox notes that the editor does not interpolate from the final keyframes back to the first. Aligning the ending pose with the opening pose can make the transition look smoother. Roblox Animation Editor documentation
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4. Publish the animation
- In the Animation Editor menu, choose Publish to Roblox, enter the asset details, and submit.
- If the animation is for a group-owned experience, select that group as the Creator when publishing.
- Copy the animation asset ID after publishing. You can also find published animations in the Creator Dashboard under Development Items > Animations.
Saving in Studio preserves your work locally; publishing uploads the animation as a cloud asset that can be used by a game. If you are replacing a default character animation, rename the final keyframe End—with that exact capitalization—before publishing. Roblox Animation Editor documentation · Roblox character animation tutorial
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How to use a published animation in your experience
Publishing creates the asset, but your game still needs to load and play it, or assign it as a replacement for a default action. For a standard humanoid character, Roblox’s scripting pattern is to ensure the character has an Animator, create an Animation instance with the published ID in its AnimationId property, call Animator:LoadAnimation() to get an AnimationTrack, and call AnimationTrack:Play().
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Roblox also documents replacing default actions such as running, walking, jumping, swimming, or climbing. Follow the applicable setup for the character and animation type in the official animation use documentation.
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Common problems and what to check
- The editor cannot animate the model: confirm that you selected a rig with connected body parts, rather than an unrigged character model.
- The animation appears in Studio but not in the game: saving locally is not the same as publishing. Publish it, then use the resulting asset ID in your game’s animation setup.
- A group experience cannot use the animation as expected: check that you selected the group as Creator when publishing.
- A loop has a visible jump: inspect the first and last poses together; the editor does not blend between the final and first keyframes.
- A published animation does not play: confirm that your game loads the correct asset ID and plays the returned animation track, or that the default-animation replacement is configured for the action you intend.
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