Custom Animations
After this page you can ask Revix to rig a character and build a keyframe animation for it, find the finished clip in Studio, and play it back yourself.
Plan: every plan, including Free. Cost: animations are free during beta. The chat message they run inside costs the normal amount, like any other build request, and you need at least 0.1 credits to send one. Limit: 50 animations per day. Needs: Roblox Studio open and connected.
Animation is in beta. It is genuinely useful for humanoid motion - waves, walks, punches, victory dances - and genuinely rough on anything not shaped like a character. Read the limits before you plan a game mechanic around it.
Turning it on and off
Open Chat settings in the left rail. Under What Revix may use there is a switch called Animation generation: "Lets Revix rig characters and generate animations for them." It is on by default. Turn it off and Revix cannot rig or animate anything.
Ask for one
Say what should move and how. Name the model if there is more than one thing it could mean.
make the NPC at Workspace.Village.Guard do a slow two-handed wavegive my R15 character a victory dance, 4 seconds, loopingRevix works in three steps, and tells you as it goes:
- It finds the model you meant.
- It makes the model animation-ready if it is not already - wiring the joints to a root, anchoring it, adding what the clip needs to play. On a model that is already rigged it changes nothing and just reports the joints it found. A standard Roblox character keeps its own rig.
- It generates the keyframes and saves the clip onto the rig.
R6 and R15
Both work, and the choice has to match the rig you actually have. Say which one you are using if you know.
| R6 | R15 | |
|---|---|---|
| Joints | 6 | 15 |
| Arms bend at | Shoulder only | Shoulder, elbow, wrist |
| Legs bend at | Hip only | Hip, knee, ankle |
| Good for | Big readable poses, cartoon motion | Punches, kicks, anything where a limb needs to fold |
On R6 most of the expression comes from the torso and the arms, because there are no elbows to work with. If you ask for a detailed martial-arts combo on an R6 rig, expect it to read as a broad gesture rather than a technique.
Describing motion so it comes out right
- Name the action, then the body parts. "Waves with the right arm raised above the head" beats "waves".
- Say which way things face. The single most common failure is a punch or kick that plays backwards. Saying "punches forward, away from the body" is worth typing.
- Give it a length. Clips run from 0.1 to 10 seconds.
- Say if it loops. Looping clips end where they started so they cycle cleanly.
- One action per clip. Ask for an idle, then a walk, then a wave, as three requests. A single clip that tries to do all three gets muddy.
Under the hood a clip is 2 to 60 poses. A single action lands around 6 to 12; a combo or a dance around 14 to 30. You do not need to specify this, but it explains why a 10-second request comes back smoother than a 0.5-second one.
Nothing moves in the workspace - this is deliberate
Your model will not start moving when the message finishes. Playing an animation in edit mode deforms the rig, and Studio does not put it back, which leaves you with a mangled model. So Revix hands you a saved clip instead and tells you exactly where it is:
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 from the animation list to scrub or play it, then Publish for live games.
If it cannot save onto the rig, the clip is still created and Revix tells you where it went and how to import it.
Publishing the clip so a live game can use it is a step you do yourself in the Animation Editor.
Iterating
Ask for changes in the same chat, in plain words.
make that wave slower and add a small bounce in the kneesEach attempt counts against your 50 a day. A clip that came back with no actual joint movement is thrown away and retried automatically, so you should never receive a completely still animation.
What does not work yet
- No preview in the workspace. You always check clips in the Animation Editor. There is no play button in the chat.
- Non-humanoid rigs get humanoid motion. Revix can make almost any model animation-ready, but the keyframes are tuned for characters. A dragon, a car or a floating orb will be rigged, and then animated as though it had arms and legs. Revix is meant to say so rather than promise otherwise.
- No live-game preview. Nothing is published to Roblox for you.
- Direction errors happen. Check punches, kicks and throws in the editor before you wire them into a fight system.
Past 50 clips in a day you get: "You've used your 50 free animations today. Try again tomorrow." The counter is per account.