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.
Rig Harmonization
Ensure Blender armature bone names exactly match Roblox Motor6D Part1 names (e.g., HumanoidRootPart, UpperTorso, RightUpperArm).
Curve Tangent Authoring
Animate in Blender's Dope Sheet & Graph Editor. Bezier handles (HandleLeft, HandleRight) are preserved during extraction.
Payload Serialization
Execute the Python bridge addon (eclipse-blender) to serialize the active action into Eclipse-compliant curve tracks.
Studio Engine Playback
Open Eclipse Animator in Roblox Studio (Ctrl+E), import the payload, and export directly to CurveAnimation.
Official Companion Repositories by riftkuro
Developer @riftkuro provides companion tools on GitHub for advanced animation pipelines:
Export Schema & Python Bridge Hook
// 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.
Ensure you apply all transforms (Ctrl + A > Apply All Transforms) to the armature in Blender before exporting.
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).