Animation Problems
Nothing appears to move, the clip is nowhere to be found, or the motion is wrong — what is expected behaviour and what is genuinely broken.
Quick checks
- Nothing moving in the workspace is normal. The clip is saved onto the rig, not played. Open the Animation Editor to see it.
- Look for an `AnimSaves` folder inside the rig in Studio's Explorer. Your clip is in there, under the name Revix gave it.
- Say R6 or R15 in your request. It has to match the rig you are animating.
- Check Chat settings. Animation generation must be switched on — it is on by default.
- Keep it under 10 seconds. That is the hard ceiling for one clip.
"It says it worked but nothing moved"
This is the number one report, and it is working as intended.
Playing an animation in edit mode deforms the rig, and Studio does not put it back — you end up with a mangled model. So Revix deliberately never previews in the workspace. It says so in its own message, word for word:
Saved onto the rig (AnimSaves) — NO workspace auto-preview. To see it: select the rig in Explorer, open the Animation Editor (Avatar tab → Animation Editor), and pick the clip's name from the animation list to scrub/play it, then Publish for live games.
To watch it:
- In the Explorer, click the rig it was saved onto.
- Open the Avatar tab and click Animation Editor.
- Pick the clip by name from the animation list.
- Scrub or play it there.
The clip is not on the rig
If saving onto the rig failed, the animation still exists — it is placed in ServerStorage instead, and Revix tells you where it is and how to bring it in. Check the end of its message for the path.
If you cannot find it at all, ask directly:
Where exactly did you save that animation? Give me the full path.The rig type is wrong
R6 and R15 are different skeletons and a clip made for one will not read correctly on the other.
- R6 has six joints. Arms rotate from the shoulder only, legs from the hip, so most of the expression has to come from the torso and arms.
- R15 has fifteen, including elbows, knees, wrists and ankles. A punch is the shoulder driving forward and the elbow extending.
Say which you have:
Animate my R15 NPC doing a two-handed overhead sword swing, about 1.2 seconds, no loop.If you are not sure which rig you have, ask:
Is the model in Workspace/NPCs/Guard an R6 or an R15 rig?The motion is backwards or looks wrong
The classic failure is a punch or kick that travels the wrong way. Revix has specific rules to avoid it, but it still happens.
Fix it by naming the direction in world terms, not in feelings:
The punch goes backwards. Redo it so the right arm drives forward away from the chest, elbow extending at the end, and the torso twists into it.Other things that help:
- Give a duration. "About 0.8 seconds" produces much tighter motion than leaving it open.
- Say whether it loops. A looping clip has its last pose matched back to the first so it does not jump.
- Keep one action per clip. Idle, walk, wave, swing — one each. Combos and dances are supported but drift more.
"You've used your 50 free animations today"
Animation generation is free while it is in beta, with a safety cap:
You've used your 50 free animations today. Try again tomorrow.
The cap is per account per day. There is no way to raise it and no way to buy past it. Note that the chat turn itself still costs normal credits — it is the animation step that is free.
Revix refuses to rig or animate at all
Check the toggle: open Chat settings from the rail and confirm Animation generation is on. Its description reads "Lets Revix rig characters and generate animations for them." With it off, Revix cannot rig or animate anything.
Rigging an already-rigged model
Safe to ask for. If the model is already rigged, Revix reports the joints it found and changes nothing — it does not re-rig or damage a standard Roblox character.
What is genuinely not supported yet
Be aware of these before you plan around them:
- No live preview. Covered above — the Animation Editor is the preview.
- Non-humanoid rigs get humanoid-shaped motion. Revix can make almost any object riggable, but the keyframe generation is tuned for characters. A dragon or a spider will move, but it will move like a person. Revix is told to say so rather than promise otherwise.
- Clips are 0.1 to 10 seconds. Longer sequences have to be split into several clips.
- Revix does not publish the animation for you. Publishing from the Animation Editor is a step you do yourself, and it is what gives you an ID a live game can load.
Once you have published it, Revix can write the code that plays it:
I published that swing animation. Write a script that plays it on the NPC in Workspace/NPCs/Guard when a player gets within 10 studs.Still stuck?
Post: the rig type, the path to the model, the exact prompt, and what the clip does in the Animation Editor. Ask in the Revix Discord: discord.gg/SDtaPGkUP4.