TECHNICAL PIPELINE & COMPANION ADDON Compatible with Blender 3.6 LTS & 4.x

Blender to Eclipse Animator Workflow Pipeline

Export Bezier curves and keyframe actions from Blender directly into Eclipse Animator and Roblox Studio with zero tangent distortion, automated Motor6D bone mapping, and CurveAnimation compilation using developer riftkuro's companion tools.

01

Rig Harmonization

Ensure Blender armature bone names exactly match Roblox Motor6D Part1 names (e.g., HumanoidRootPart, UpperTorso, RightUpperArm).

02

Curve Tangent Authoring

Animate in Blender's Dope Sheet & Graph Editor. Bezier handles (HandleLeft, HandleRight) are preserved during extraction.

03

Payload Serialization

Execute the Python bridge addon (eclipse-blender) to serialize the active action into Eclipse-compliant curve tracks.

04

Studio Engine Playback

Open Eclipse Animator in Roblox Studio (Ctrl+E), import the payload, and export directly to CurveAnimation.

code

Official Companion Repositories by riftkuro

Developer @riftkuro provides companion tools on GitHub for advanced animation pipelines:

INTERACTIVE DATA BRIDGE

Export Schema & Python Bridge Hook

eclipse_rig_payload.json
// Eclipse CurveAnimation Serializer Schema v1.4
{
  "rigSchema": "R15_HUMANOID_DECK",
  "author": "Eclipse_Bridge_v1.4",
  "fps": 60,
  "boneHierarchyMap": {
    "HumanoidRootPart": { "parent": null, "motor6dPart0": "HumanoidRootPart" },
    "LowerTorso": { "parent": "HumanoidRootPart", "motor6d": "Root" },
    "UpperTorso": { "parent": "LowerTorso", "motor6d": "Waist" },
    "RightUpperArm": { "parent": "UpperTorso", "motor6d": "RightShoulder" },
    "RightLowerArm": { "parent": "RightUpperArm", "motor6d": "RightElbow" }
  },
  "curveChannels": [
    {
      "bone": "RightUpperArm",
      "property": "Rotation.X",
      "interpolation": "Cubic",
      "keyframes": [
        { "time": 0.00, "value": 0.000, "leftTangent": 0.000, "rightTangent": 0.452 },
        { "time": 0.35, "value": 1.248, "leftTangent": 0.820, "rightTangent": -0.114 },
        { "time": 0.80, "value": 0.000, "leftTangent": -0.320, "rightTangent": 0.000 }
      ]
    }
  ]
}

Blender Coordinate Axis Alignment & Troubleshooting

Blender uses a right-handed coordinate system where +Z is Up and +Y is Forward. Roblox Studio uses a right-handed coordinate system where +Y is Up and -Z is Forward. When using eclipse-blender, axis mapping is handled automatically so character root transforms align with Roblox world space.

Q: Why are my character's limbs rotated 90 degrees after importing?

Ensure you apply all transforms (Ctrl + A > Apply All Transforms) to the armature in Blender before exporting.

Q: Why do some bones not appear in Eclipse Animator?

Eclipse Animator ignores bones whose names do not match a corresponding Motor6D joint in your Roblox character rig. Double-check bone spelling (e.g., LeftUpperLeg vs Left_Upper_Leg).