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Source: Roblox Creator Hub · CC BY 4.0 · View source · Code samples: MIT Imported 2026-10-03. Formatting adapted for this site.

Rigging and skinning

Rigging is the process of connecting a mesh with an internal poseable skeleton rig and bone structure. Rigged meshes allow mesh surfaces to rotate and move where internal bones are placed within the model during the modeling process. Rigging is often performed in conjunction with skinning, creating a natural looking stretch and bend when models are animated or repositioned. You can create rigged meshes with third-party software such as Blender or Maya.

<video controls src="https://prod.docsiteassets.roblox.com/assets/modeling/skinned-meshes/Transform-Demo-Default.mp4"></video>

A normal model can only rotate on its pivot point.

<video controls src="https://prod.docsiteassets.roblox.com/assets/modeling/skinned-meshes/Transform-Demo-Skinned.mp4"></video>

A rigged model (or mesh) can rotate with any bone of its associated rig.

<video controls src="https://prod.docsiteassets.roblox.com/assets/modeling/skinned-meshes/Head-Rigid-Example.mp4"></video>

A rigged model with no skinning data.

<video controls src="https://prod.docsiteassets.roblox.com/assets/modeling/skinned-meshes/Head-Skinned-Example.mp4"></video>

A skinned model that bends organically with the bone rotation.

See the following resources to learn the basics and intermediate steps required to skin models in Blender:

Rigs and bones

The rig, or bone structure, within a rigged mesh creates additional poseable points for the 3D model in Studio. By rotating or moving the bones of a mesh, the parts of the mesh assigned to those bones can move independently from the rest of the mesh. The assignment of influence between meshes and bones, such as a LowerLeftArm bone driving the movement of the LowerLeftArm geometry, is set in a third-party application like Blender or Maya. When imported into Studio, Roblox saves this influence assignment data to the MeshPart asset data.

Once you successfully import a rigged mesh model into Studio, Studio represents this rig structure with Bone instances that you can then pose and animate. You can view bones in Studio by enabling Show Constraint Details from the View menu, or when you are using the Animation Editor.

Note

When Bone objects are used in animation, they affect the appearance of the parts but don't change the physical shape in cases such as collision detection.

<img src="https://prod.docsiteassets.roblox.com/assets/modeling/skinned-meshes/Rig-Constraint-Details.jpg" alt="A translucent humanoid outline, showing various sphere points where the constraints exist."/>

Constraint Details enabled

<img src="https://prod.docsiteassets.roblox.com/assets/modeling/skinned-meshes/Rig-Bone-Visualization.jpg" alt="A translucent humanoid outline, showing 15 pink bones objects over various limbs."/>

When using the Animation Editor

Types of rigs

Rigged models use a naming convention starting with "R" and ending with the number of individual meshes that make up the model. This is used to quickly identify the type and number of meshes that a model has. Although R6 and R15 models are common, a model can be of varying subjects, sizes and can have any number of individual meshes, such as a R5, R20, or R200.