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R6 IK + FK Blender Rig V2.21 is a Blender animation control rig for Roblox R6 characters. It lets animators switch or blend inverse kinematics (IK) and forward kinematics (FK) for arms and legs, with additional controls for torso influence, head follow, grab points, and tools or props. It is not an R15 rig, and its IK/FK controls do not carry over to Roblox Studio.
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The community thread now identifies the main download as V2.22, so treat V2.21 as the update being discussed and use the live thread for the current file, patches, and installation notes.
What V2.21 changes
The V2.21 update adds torso influence to the arms. With the influence set to zero, the arms ignore torso transforms. The author explains that separate position and rotation influence controls are difficult in IK because the targets follow the torso. In FK mode, the FK bone’s Inherit Rotation setting provides a different way to adjust how torso motion affects the arm.
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The thread later lists V2.22 as the current headline and download. Its patch notes include a fix for a tool or weapon controller when it is parented to HumanoidRootPart. Check that live thread rather than assuming V2.21 is the newest release.
Who this rig is for
This is an R6-only Blender workflow for animators who already understand basic Blender and rigging concepts. The author explicitly says the rig is not beginner-friendly and recommends that first-time animators start with another resource.
- Use it when: your Roblox character is R6 and you want Blender-side IK/FK controls, prop handling, or a reusable control rig.
- Look elsewhere when: you animate R15 characters, need to work entirely inside Studio, or are learning animation from scratch.
The author states: “This rig does not work for R15 and will never work for it, I do not plan to make an R15 version.” That is a scope limitation, not a temporary setup error.
R6, R15, Blender, and Studio: what works where
| Question | Answer |
|---|---|
| Which Roblox character format? | R6 only. The author does not plan an R15 version. |
| Where do IK/FK controls run? | In Blender. The Studio rig remains nearly identical to a normal R6 rig and does not gain the Blender rig’s IK/FK system. |
| Can Studio animate with the same controls? | No. Export the animation from Blender and import it into Studio through the corresponding Roblox animation plugin workflow. |
| Can an exported animation be brought back as an editable control-rig animation? | Not properly. The author says animation exported from the internal armature cannot be brought back into the control rig as an editable continuation. |
Requirements and version notes
The forum lists several author-reported version combinations rather than one independently verified minimum. The main description says the rig works with Blender 4.2 and later; the author’s general notes say the main rig was built on Blender 4.5.6; the GLocking variant instructions recommend Blender 4.5.11 LTS. The thread also lists Blender 3.6 and later among versions reported as working.
For Roblox integration, the post names the RBXMonkey Roblox Importer/Exporter and Cautioned’s Blender Animations plugin. The weapon export/import troubleshooting specifies plugin version 2.4.2 or newer. Plugin features and every version combination have not been independently tested, so verify the current requirements in the live community thread before setting up a production file.
- A compatible Blender installation, preferably the version identified in the current thread for the variant you intend to use.
- The named Roblox import/export and animation plugins, installed according to their current release instructions.
- An R6 character and matching Roblox Studio rig setup.
- Enough Blender familiarity to select armatures, manage constraints, and preserve the project file.
Install and prepare the project
- Open the live “R6 IK + FK Blender Rig” community thread and download the current file. The thread now presents V2.22, while V2.21 is the update that introduced arm torso influence.
- Install the required Roblox and Blender plugins, checking the current plugin releases and the weapon workflow’s 2.4.2-or-newer note.
- Open the supplied Blender project and identify the control rig and its armatures before animating.
- Keep the editable
.blendproject as your master file. Do not treat the Roblox export as a round-trippable source for continued control-rig editing. - If you use a supplied Studio file, keep its R6 structure consistent with the Blender rig. The Studio file is a convenience; the post says a correctly configured R6 rig can be used for ordinary animation export.
The armature choice that determines whether export works
For Roblox animation export, select InternalArmature. The author repeatedly warns against exporting _PrimaryArmature. Choosing the wrong armature is associated with an export in which only the head animates.
- Finish the animation on the Blender control rig.
- Select the intended rig in the animation plugin.
- Choose
InternalArmature, not_PrimaryArmature. - Export from Blender, then import the resulting animation into Studio through the corresponding plugin flow.
- Preview the imported animation on the matching R6 character before replacing your master Blender file.
Arm, leg, torso, and head controls
The author describes IK/FK controls for both arms and legs, plus torso influence, head follow, and grab points. IK is useful for keeping a hand or foot on a target; FK is useful for direct joint-by-joint rotation. The rig’s settings panel exposes the available controls, so the exact arrangement can vary by file variant and release.
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Arm torso influence
Set arm torso influence to zero when the arm should ignore torso transforms. In IK mode, remember that the target follows the torso, which is why position and rotation influence cannot be treated as completely independent controls. In FK mode, inspect the FK bone’s Inherit Rotation setting when you need different rotation behavior.
Head follow and grab points
Use the head-follow and grab-point controls for directed looks and hand placement. These are Blender controls; they produce exported Roblox keyframes rather than a matching IK system inside Studio.
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The documented prop workflow requires coordination between Studio and Blender. A matching Studio rig, tool, and joint setup are essential.
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- In Studio, keep the rig at the origin and export the tool or weapon with the named Roblox plugin.
- Make sure the Studio rig has the corresponding tool and joint configuration.
- Import the exported tool into the Blender rig.
- Select
InternalArmaturefor the animation/export operation. - If the weapon is offset or rotated incorrectly, verify the rig’s origin, matching joints, and plugin version; the troubleshooting notes call for version 2.4.2 or newer.
The V2.22 patch note specifically mentions a tool or weapon controller issue when parented to HumanoidRootPart. If you are using a later file, read its patch notes before applying older fixes.
Textures and accessories
Textures
The tutorial uses the texture image generated when a Roblox rig is exported as OBJ from Studio. Apply that image through the rig’s texture control in Blender.
Accessories
Use a matching Studio rig and place it at the origin before exporting accessories. Matching the Studio and Blender setups helps preserve the expected offsets when the accessory is imported.
Quick Recap
Common failure modes
| Symptom | Likely cause and check |
|---|---|
| Only the head animates after export | _PrimaryArmature was selected. Export from InternalArmature instead. |
| R15 character does not work | The resource is R6-only by design; use an R15-specific resource. |
| IK/FK controls are missing in Studio | They exist in Blender, not in the Studio rig. Import the baked animation instead. |
| Weapon is offset or rotated | Check origin placement, matching tool/joint setup, the HumanoidRootPart parenting arrangement, and plugin version 2.4.2 or newer. |
| Torso motion moves the arm unexpectedly | Adjust arm torso influence in IK, or review FK bone Inherit Rotation behavior in FK mode. |
| You cannot continue editing an export in the control rig | Return to the saved Blender .blend master; the exported internal-armature animation is not a properly editable control-rig continuation. |
Should you choose this workflow?
| Your situation | Recommendation |
|---|---|
| R6 character, comfortable with Blender, want IK/FK and prop controls | Good fit, provided you follow the armature and export requirements. |
| R15 character | Do not use this rig; it is not compatible and the author does not plan an R15 version. |
| New animator learning fundamentals | Start with a more beginner-oriented resource, then revisit this rig when Blender and rigging basics are familiar. |
| Need IK/FK directly in Studio | Not a fit. The controls are Blender-side and are baked into the exported animation. |
| Need editable revisions months later | Keep and maintain the Blender project; do not rely on Studio exports as your only source. |
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