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Give a Rig a Custom Animation

By the end of this page you will have described a movement in words, had Revix save it as a real animation clip onto a rig in your place, and played it back in Studio's Animation Editor.

Status: beta. It works, and it is honest about what it does not do — read the limits section before you plan a game around it.

Time: about 10 minutes for your first clip.

Cost: animations are free during the beta, capped at 50 per day per account. The chat message itself is charged normally, at a minimum of 0.1 credits.

You need: Studio open with the plugin connected, a rig in your place, and the Animation generation switch turned on. It is on by default — you will find it in the rail's Chat settings panel under What Revix may use.

What you're building

A saved animation clip on a character rig — a wave, a walk, a victory dance — that you can preview, tweak and publish yourself.

Important expectation, set now: nothing will move in your viewport when the clip is generated. That is deliberate, not a bug. 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 saves the clip and hands you the keys instead.


Step 1 — Have a rig ready

The easiest start is a standard Roblox character in Workspace. Revix keeps its existing rig and works with it.

For anything else, ask Revix to make it animation-ready first.

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Make the robot model in Workspace animation-ready: wire its joints to a root part, anchor what needs anchoring, and add whatever it needs to be animated. Then tell me what joints it ended up with.

What happens. If the model is already rigged, Revix reports the joints it found and changes nothing — asking twice is safe.

Step 2 — Know whether you are on R6 or R15

The animation has to match the rig, so say which one you have.

  • R6 — six joints. Arms rotate from the shoulder only, legs from the hip. Most of the expression comes from the torso and arms, so ask for big readable motion.
  • R15 — fifteen joints, including elbows, knees, wrists and ankles. A punch is the shoulder driving forward and the elbow extending, so you can ask for detail that R6 simply cannot make.

If you are not sure, ask.

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Is the character in Workspace an R6 or R15 rig?

Step 3 — Describe the motion

Vague requests give vague motion. Say what moves, in what order, for how long, and whether it repeats.

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Give the R15 character in Workspace a 2 second victory celebration: both arms punch upward, the chest leans back, one knee lifts, then it settles back to standing. Do not loop it. Call it VictoryCheer.

Things worth saying out loud:

  • How long. Clips run from 0.1 to 10 seconds.
  • Which direction things face. The single most common mistake in generated motion is a punch or kick that goes backwards. Saying "the punch travels forward, away from the chest" costs you nothing and prevents it.
  • Whether it loops. Looping is supported, and the final pose is matched to the first so it cycles cleanly.
  • A name. You will be picking it out of a list in a moment.

Simple actions land at roughly 6 to 12 keyframes; combos and dances get 14 to 30. A clip that came out with no actual joint movement is rejected and retried rather than handed to you.

Step 4 — Find and play the clip

When it finishes, Revix tells you exactly this:

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 your clip's name from the animation list to scrub/play it, then Publish for live games.

So, in Studio:

  1. Select the rig in Explorer.
  2. Open the Animation Editor from the Avatar tab.
  3. Pick your clip by name from the animation list.
  4. Scrub the timeline, or press play in the editor.

Check it worked. The rig should move in the editor's preview. If the motion is right, publish it from the editor — that is what makes it usable in a live game, and it is your action, not Revix's.

Step 5 — Iterate

Say what was wrong in plain words and ask for another pass.

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The VictoryCheer arms barely move. Regenerate it with the arms raised much higher, a bigger backward chest lean, and hold the top pose for half a second before settling.
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Make a looping 1.5 second idle for the same rig: slow breathing, small weight shift from one foot to the other, arms hanging relaxed.

Each attempt is a fresh clip, so keep the ones you like and delete the rest in Explorer.


The limits — read these

  • No live preview. Nothing plays in the workspace, ever, for the reason in the intro. The Animation Editor is the preview.
  • Revix cannot judge how it looks. It cannot see your viewport. It builds keyframes from your description; you are the one who decides whether the motion reads well.
  • Keyframe generation is tuned for humanoid rigs. Revix can make almost any object riggable, but the motion it writes stays character-shaped. A four-legged creature or a machine with unusual joints will move, but do not expect creature-quality animation — Revix is instructed to tell you this rather than promise otherwise.
  • Clips are 0.1 to 10 seconds. For longer sequences, generate several clips and play them in order from a script.
  • Publishing is yours. Revix does not upload animations to Roblox for you.
  • 50 per day. Past that you get "You've used your 50 free animations today. Try again tomorrow."

Make it yours

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Give the shopkeeper NPC a looping 3 second idle where he wipes the counter, then straightens up and looks around.
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Make a 1 second R6 wave for the character in Workspace, right arm only, looping.
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Animate the guard rig walking: a 1.2 second looping walk cycle with opposite arm and leg swing, and a slight bob.

If something goes wrong

Revix says animation is unavailable. Open the rail's Chat settings panel and check that Animation generation is switched on.

The clip is not on the rig. If saving to the rig failed, Revix puts the clip in ServerStorage instead and tells you exactly where it is and how to import it. Read the end of its message.

The punch or kick goes the wrong way. Ask again and name the direction relative to the body.

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The kick is going backwards. Regenerate it so the leg drives forward, away from the chest, and the body leans slightly into it.

The motion looks stiff on an R6 rig. R6 has no elbows or knees. Ask for bigger shoulder, hip and torso movement rather than fine detail.

Nothing changed on a model you thought was rigged. That is expected — making an already-rigged model animation-ready reports the joints and leaves it alone.

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